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SpiceWare

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Everything posted by SpiceWare

  1. Correct, the (R) means referenced. Symbols will be specific to your program, such as Medieval Mayhem doesn't have bombs so BOMB_DROP_RATE doesn't exist in its symbol table, but most games for the Atari include the following line in their source: include vcs.h So their symbol files will have all the TIA and RIOT symbols defined even if they don't use them all. One thing that can be tricky is a symbol might be indirectly referenced. Take a look at PosObject: PosObject: ; A holds X value sec ; 2 sta WSYNC ; X holds object, 0=P0, 1=P1, 2=M0, 3=M1, 4=Ball DivideLoop sbc #15 ; 2 bcs DivideLoop ; 2 4 eor #7 ; 2 6 asl ; 2 8 asl ; 2 10 asl ; 2 12 asl ; 2 14 sta.wx HMP0,X ; 5 19 sta RESP0,X ; 4 23 <- set object position dex ; 2 25 rts ; 6 31 HMP0 and RESP0 are both referenced, but HMP1, HMM0, HMM1, HMBL, RESP1, RESM0, RESM1, and RESBL are not even though PosObject will use them (based on the value of the X register). So if you positioned all objects, but only used PosObject to do so, your symbol file would show: ... HMBL 0024 HMCLR 002b (R ) HMM0 0022 HMM1 0023 HMP0 0020 (R ) HMP1 0021 ... RESBL 0014 RESM0 0012 RESM1 0013 RESP0 0010 (R ) RESP1 0011 ...
  2. One thing I always do is have dasm generate a listing via the -l option. That lets you see exactly what dasm did. I had Kaboom! Deluxe! open, so dropped your REPEAT/REPEND example in it. I assembled it using: dasm kaboom_deluxe.asm -f3 -v0 -skaboom_deluxe.sym -lkaboom_deluxe.lst -okaboom_deluxe.bin The listing is file kaboom_deluxe.lst which contains: 2170 fc1f REPEAT 192 ; scanlines 2171 fc1f e8 inx 2172 fc20 86 09 stx COLUBK 2173 fc22 85 02 sta WSYNC 2170 fc22 REPEND 2171 fc24 e8 inx 2172 fc25 86 09 stx COLUBK 2173 fc27 85 02 sta WSYNC 2170 fc27 REPEND ... 2171 ffda e8 inx 2172 ffdb 86 09 stx COLUBK 2173 ffdd 85 02 sta WSYNC 2174 ffdf REPEND The columns in the listing are: Source code line number ROM address in the BIN assembled values for the instructions, e8 is the opcode for inx, 86 for stx, 09 the address of COLUBK, etc. the instructions Dasm's -s option creates a symbol file. Shows you all the symbols and their values, and whether or not they were referenced by your program. Example from Kaboom! Deluxe!: ... AUDV0 0019 (R ) AUDV1 001a backgroundColor 0086 (R ) BCD2DigitPtrs f79a BLACK 0000 (R ) Blank fb00 (R ) BLUE 0080 (R ) BOMB_DROP_RATE 0001 (R ) BOMB_GROUP_MAX 0008 (R ) ... AUDV0 was referenced, AUDV1 was not as Kaboom! only uses audio channel 0.
  3. I thought the break would be a week max, turned out to be a month. The last feature request is quite nice, I should have thought of it myself - you can now start a new game of Kaboom! Deluxe! via the paddle button. Anyway, this weekend I plan to review where I left off on the CDFJ tutorial, then start work on Part 9 - Arena.
  4. Kaboom! Deluxe! is finished:
    * start a new game using paddle button
    * additional 2 player game variations Pitch and Catch - the other player controls Mad Bomber
    * sunset skyline
    * rainbow Activision logo
    https://atariage.com/forums/topic/287852-kaboom-deluxe

     

    1. sramirez2008

      sramirez2008

      Loving it! Thank you.

  5. Doh! Should have answered that better - questions like these are better handled in the new Club DASM. We set up a central area for dasm because it's used to develop for multiple systems.
  6. Check the new dasm homepage, it has ready to use builds and links to the documentation.
  7. Figured it out - instead of the variable gameState I had to use remainingBuckets, which contains the # of buckets that are shown on screen - 1-3 during an active game, and 0 if the game is inactive. When I initially implemented this a new game started as soon as you pressed the button. Problem with that is the same button press would also start dropping the bombs - that was slightly disorienting as the buckets weren't onscreen yet, so you didn't know where your buckets were in relation to the Mad Bomber. Final implementation starts the new game when you release the button, which was a bit more complicated to do. This results in: first button press/release will start a new game and show the buckets second button press will release the bombs I think I'm done with this hack, (made some more revisions, see reply 94) so have included the source. Summary of changes: Added sunset city skyline. Updated Activision logo to the rainbow variant. Added game variations 3-8, Pitch and Catch where the other player controls the Mad Bomber. Mad Bomber moves slowest in 3, fastest in 8. Game play for variations 1 and 2 is the same as in the original Kaboom! Paddle position indicator for Mad Bomber player. Paddle button to start new game. Skyline & Rainbow logo: Paddle position indicator shows up behind the score: NTSC kaboom_deluxe_20200413_NTSC.bin PAL kaboom_deluxe_20200413_PAL.bin PAL60 kaboom_deluxe_20200413_PAL60.bin Source: kaboom_deluxe.asm Note: source was initially uploaded with COMPILE_VERSION = PAL60. I've re-uploaded it with COMPILE_VERSION = NTSC.
  8. I took a quick look - it appeared to be simple change, but turned out the game active/inactive wasn't implemented like I thought. This resulted in the game reseting (score to 0) every time you press the button. Out of time for now, will look into it more later.
  9. New build based on feedback from the live stream. The throttle routines use Game # + Level # / 2, and dropped starting speed by 1, so the max distance the Mad Bomber can move per frame is: Game 3 moves 1-4 Game 4 moves 2-5 Game 5 moves 3-6 Game 6 moves 4-7 Game 7 moves 5-8 Game 8 moves 6-9 If this looks good then I'm done with the hack. NTSC kaboom_deluxe_20200411_NTSC.bin PAL kaboom_deluxe_20200411_PAL.bin PAL60 kaboom_deluxe_20200411_PAL60.bin
  10. Still waiting on feedback for the Mad Bomber control revisions - https://atariage.com/forums/topic/287852-kaboom-deluxe/

     

    1. sramirez2008

      sramirez2008

      I donwnloaded this and (due to work) have not had a chance to test it.  I will due my best to test this weekend with my wife.

    2. ZeroPage Homebrew

      ZeroPage Homebrew

      We'll be playing Kaboom Deluxe on Sunday's ZPH if you're able to hold out until then. 🙂

  11. Flashback doesn't support DPC+, CDF, or CDFJ games. To play the demo you need to use a real Atari with a Harmony cart, Stella on your computer, or a Retron 77 that has been updated with the latest version of Stella.
  12. Correct - I have both 2600 Magic 1.1.ipa and DragstrMagic 1.0.ipa. Haven't been able to run them in a long time.
  13. Missed a couple months again. $73 for May, was $130 last year (solar only active for half this billing cycle) $35 for June, was $180 last year $60 for July, was $235 last year $10 for August, was $302 last year (was out of town 10 days with AC set to 90°F) $53 for September, was $297 last year $42 for October, was $235 last year $18 for November, was $108 last year $28 for December, was $99 last year $12 for January, was $103 last year $25 for February, was $93 last year $1 for March, was $93 last year $357 to date, was $1875 last year February March
  14. Had this on my To Do list and finally got around to taking a look at it today. I am not able to recreate it - only thing I noticed was if the difficulty switch is set to A then the buckets are smaller and the Mad Bomber can go a little further to the right. Still plays fine, so not something I plan to change. If you're still experiencing it then your difficulty switch might be at fault. Easy way to test that is to play a 2 player game of Space Invaders and see if player 2's base is always big. Easiest way to do that is with the Menu version of Space Invaders by @Omegamatrix:
  15. Just finished! Enjoyed it, found it interesting and informative. Made me aware of things I never knew like the segregation of sales - "clothing for you is on the 3rd floor". Was sad to see the blurb at the end. Spotted Tanya & Aerlan in the credits.
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