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Everything posted by SpiceWare
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medium spaced 6 sprites with color + graphics
SpiceWare replied to rbairos's topic in Atari 2600 Programming
It's possible with the use of Bus Stuffing - that's what we're doing to create the tile display used in the RPG demo: We just shift the players left/right like this: 1_2_3_4_5_6_ _1_2_3_4_5_6 1_2_3_4_5_6_ _1_2_3_4_5_6 then alternate on the next frame: _1_2_3_4_5_6 1_2_3_4_5_6_ _1_2_3_4_5_6 1_2_3_4_5_6_ I don't believe it's possible to get that many colors with unique pixels without the use of bus stuffing. The inverse drawing is how we pulled off the 2 color 48 pixel graphics, used to great effect in Stay Frosty 2 as well as my menus. I cover the development of it in detail in this blog entry (scroll down to the section Menu Graphics): -
That fixed it, thanks!
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Already posted in reply 566.
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Same as before - I'd added console screenshots to the prior reply, possibly as you were replying. A couple new shots:
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Safari 11.0.1. I just get a blue background. Edit: There's an error in the console:
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Thanks! Nice, I didn't realize you had CDF working in 6502.ts. It doesn't appear to work in Safari, but does in FireFox.
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From another topic:
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http://atariage.com/forums/blog/blog-148/cat-226-stay-frosty
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Random Terrain does a lot for our community, especially for y'all here in the bB forum. If you can, please help out. https://www.gofundme.com/duanes-squishy-adjustable-bed
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Trash find! G3 Imac. Questions inside.
SpiceWare replied to Compumater's topic in Classic Computing Discussion
<CONTROL> + <CLICK> is the same as a right-click. You can also plug in a regular mouse with 2+ buttons and it'll work as expected. -
ROL ZP bus timing - logic analyzer results
SpiceWare replied to ZackAttack's topic in Atari 2600 Programming
With regular bus stuffing the 6507 code controls which TIA registers are written. If you want to do something like Draconian, which can reposition every object, you'll need 56 kernels to draw the screen (11 for each object to reposition it, plus 1 kernel for scanlines without a reposition). With quad the hardware in the cartridge controls which register, so a single kernel would accomplish the same. -
Fun review, though there are some minor recording issues: flickering objects are sometimes invisible(and all the fire flickers...) and there's occasionally lag/jumps in the playback.
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It'll be much easier to help if you attach your source code. To do that you'll need to click on More Reply Options
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How do you share your creations with muggles?
SpiceWare replied to Karl G's topic in Atari 2600 Programming
I've never heard of a website that could fry your computer. -
The Houston one's fun too, though I wasn't able to attend this year - normally it's early November, but due to a scheduling conflict at the hotel they held it October 20th & 21st and I'd already committed to be on a panel at PRGE. The two VCS placards are because I had one set up with joysticks and another set up with paddles.
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Nice! From the photos it feels like a smaller gathering, more like the Houston Arcade Expo than Classic Game Fest or Portland Retro Gaming Expo. I created similar system info placards for when I bring my systems to the Houston Arcade Expo (also have them for the 7800 and the ColecoVision)
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Yep, UPS f'd up, 2 boxes of manuals for a number of games were shipped from the printers using 2-day delivery to Portland. Per tracking info both arrived in Portland on-time, but only one was delivered before PRGE. The missing box, which contained the Draconian manuals , was delivered on Monday. Rather than taking a list of addresses, then having to decipher everyone's chicken scratch, Al was requesting people to send him a PM with their address (maybe include your above photo as proof of purchase). He'll send the manual to you, though be aware that he's still driving back to Texas as AtariAge attended Free Play Florida this past weekend.
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Sounds like a good plan. Good call on CDF - it can now be used if you want to do everything (6507 and C routines) yourself, but if you want something closer to batari BASIC (were you only worry about the game logic) then I'm only in the planning stages for that. I don't expect to really get that going until January due to the holidays and things like half the contents of my office is still stacked up in the dining room - I ended up emptying out the entire office at the start of November, after accidently tracking in dog crap , so I could shampoo the carpets. A lot of the office was already in the dining room due to the hurricane as I'd put off putting it back in place because I was too busy finishing Draconian for PRGE.
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Yep, hear that all the time in Beta vs. VHS and how much better Beta was. Thing is, it wasn't better in one key point that mattered to most people - the recording time. When they first came out VHS could record 2 hours, Beta only 1. If you wanted to record "the Friday Night Movie" while you were out for dinner, Beta couldn't do it so it didn't matter one bit that it had a marginally better picture. Sure later incarnations of Beta could record longer times, by giving up some picture quality, but by then VHS could record 4 hours per tape(and later 6 hours).
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Just be aware that Bus Stuffing doesn't work on all systems.
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For the typical usage the 48 pixels are contiguous. They can start anywhere on the scanline, as seen by the dragon in Dragonfire, though that starting position is not easily changed on subsequent scanlines. that short black line in the green area is what happens when you reposition the players (done here to center the score). The players (the sprites of the 2600) can be configured for one of the following display options: 0 = one copy 1 = two copies - close 2 = two copies - med 3 = three copies - close 4 = two copies - wide 5 = double size player 6 = three copies medium 7 = quad sized player the 48 pixel routine works by setting both players to three copies (usually close). If you choose double or quad width you no longer get the extra copies, so only have 8 pixels for each player.
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You can show a 48 pixel sprite and a 40 pixel background at the same time without any flicker. Where those 48 pixels appear has strict limitations though. Normally they're set to be in one group, commonly used for the 6-digit score display, though they can also be spaced apart as seen in the game Time Warp. That spacing is fixed, each group of 8 pixels that you can individually control is followed by a gap of 8 pixels that are off.
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One thing to be aware of is the 128 pixel routine and the 96 multicolor routine are both already using 30 Hz flicker, so 3 passes for 8 grays really ends up as 10 Hz. One thing that helps reduce the apparent flicker is to repeat each row of pixels twice, which halves the vertical resolution. Galaga at 128x200: Repeated rows, for Galaga at 128x100:
