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SpiceWare

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Everything posted by SpiceWare

  1. What controller will you be using? My sister finds it significantly easier to play with a multi-button gamepad. I dragged my ladder in and set up my extra monitor, like I did for Stella-thon, so I can watch your last show of the year live.
  2. Made some progress for Part 3. It's Part 7 of the DPC+ tutorial converted to CDFJ. I've also updated it to be built with a make file that automatically transfers variable values from the 6507 code to the C code. Also have a very rough draft for Part 2. I suspect I'll post it unfinished so I can get Part 3 posted, then make revisions to Part 2 as I work on Parts 4+.
  3. Draconian and Super Cobra Arcade use the CDF bankswitch/coprocessor scheme and require Stella 5.0.2 or newer, per wiki the Flashback is based on Stella 3.9.3 so it doesn't know how to emulate CDF. CDF continues the long tradition of adding extra hardware! inside an Atari cartridge. I have a RetroN 77 which can be upgraded to Stella 6. I haven't kept up with the Flashback so don't know if it can be upgraded as well, but there is an AtGames Flashback and Portable Consoles sub-forum here that you should find helpful in that regard. My RetroN 77 running Draconian
  4. Elon had changed his Twitter name to Elon Tusk back in February.
  5. I fixed the problem with the logo last night. Still trying to figure out what I was doing with the mad bomber routines.
  6. From the Houston Arcade Expo. Talith is not usually parked outside in the cold (low 40s) so hadn't encountered the full-roof glow before.
  7. Just an FYI in case it would be useful for you as well - Nathan needed to be able to sync audio from the AtariVox, so there's an updated build that triggers an AtariVox sound at the end of the blog post.
  8. SpiceWare

    Sync Pop

    Added a new build that also triggers a sound on the AtariVox. Nathan needs this to record a Wizard of Wor Arcade video.
  9. Got to thinking we might want to test if some TIAs have a late color change for Score Mode as well. pf_score_test.zip Use left difficulty switch to select between the 2.
  10. Not sure I have that specific build anymore, but here's a quick test ROM and source that recreates it. VerticalBlank: preps the playfield and sets color for player 0, KernelLoop: modifies the color for player 1. <see next reply for ROM and source> In Stella 6.0.2: On my light sixer:
  11. Agreed, that was awesome! This is the Fables series and spin-offs that the last film was about. I highly recommend them.
  12. Thanks to @Albert's questions during the presentation I have a new analysis: The different shades of purple used for the 3 playfield registers makes it very easy to see that Tod Frye changed the playfield between reflect and repeat as the screen was drawn. Reflect mode lets you change the 3 playfield registers only when the maze walls change vertically, saving lots of kernel time and ROM. Repeat mode gives you way more flexible kernel timing when drawing asymmetrical playfields, which is needed when drawing the dots.
  13. Nice! Do the ghosted checkboxes show what's active for the selected chip type? Back in 2012 I ran into an early playfield color change while working on Space Rocks, photo in reply 35.
  14. Thanks to all that showed up, was great to see you again! Here's the link to this year's presentation.
  15. Yep, Tesla's broken ground fora Supercharger in Lafayette - I-10/LA Ave. Tesla Supercharger Station Construction
  16. $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 $291 to date, was $1487 last year
  17. Reversed shields in Medieval Mayhem. Due to how the Atari's designed the bug worked as expected on the vast majority of the 2600s out there, including mine. It was discovered about a year after Medieval Mayhem was released when David Mrozek encountered it when he went to review the game for his site. The bug was caused by how only bits 7, and sometimes bit 6, are connected for the read-registers: When you read from those registers the values for bits 0-5 (and 6 for those not connected) are undefined, though they usually come back filled in with the address used to access the register. If you read from INPT0 the address is $08 (%00001000). Only bit 7 is connected, so you usually get back either $08 or $88 (%00001000 or %10001000) depending upon the state of paddle 0. As a 2600 programmer it's highly recommended that you turn on Stella's Developer Settings as it will reveal bugs like this. You can see another example of that in this topic.
  18. Untested, but something like: MAC ZP_ROUTINE SUBROUTINE ; X holds how many Cache values-1 .ZP ldy #$FF ; 2 67 sty CALLFUNCTION ; 4 69 .ZPloop lda CachedAMPLITUDE,x ; 4 73 sta WSYNC ; 3 76/0 sta AUDV0 ; 3 3 dex ; 2 5 bpl .ZPloop ; 3 8 - branch taken .checkARMstate ; 2 7 - branch not taken ldx PosObject ; 4 11 cpx #$38 ; 2 13 - check that we see a SEC command beq .BCcountdown ; 3 16 - branch taken ldx #$80 ; 2 18 - error color since ARM still running ECoffset = *-.ZP-1 stx BackgroundColor ; 3 21 ldx #120 ; 2 23 - show error color for 2 seconds stx BCcount ; 3 26 .BCcountdown ldx BCcount ; 3 29 beq .ZPexit ; 2 31 dex ; 2 33 stx BCcount ; 3 36 bne .ZPexit ; 2 38 ldx #0 ; 2 40 - black stx BackgroundColor ; 3 43 .ZPexit rts ; 6 49 - 49 = worse case path ENDM Then to change the error color: lda #$40 sta ZProutineRAM + ECoffset
  19. The information in the Stella Mailing List archive is still useful, such as we referenced the interlace demo a couple weeks ago in this discussion.
  20. Stella mailing list is defunct, the last new message was from 2006.
  21. Looks like your code snippet got a bit mangled, the line with lda LDA, but yep that's the idea.
  22. Note: I noticed a crucial bit of code was missing - the ROM copy (ZProutineROM) and size calculation (ZPsize). I added that while you were reading the blog post.
  23. I fixed the code blocks in this blog entry, it might help.
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