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Everything posted by zilog_z80a
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hi Vidak!! i'm reading this excellent content of yours, ty !! http://atariage.com/forums/blog/703/entry-14386-guerilla-game-51/
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hi vidak, i saw your source code, do you remember that i'm looking for a simple 127 2LK or a 127 one line KERNEL, with masked graphics example? i really cannot understand your game, i have tried, may be if i try to understand frosty but i don't need a frosty setup for pf with bands and all that. is there a simple way to learn masked graphics ? ty anyway Vidak foy you excellent work. --------------------------------------------------------------------------------------------------------------------------------------------------------------- UPDATE: VIDAK I`M STUDYING ALL YOUR BLOG, ALL YOUR CODE, IT'S A MUST. CHEERS.
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I have sierra maestra source code In my hands!! ty Vidak! will take a look on that masked graphics setup right now cheers.
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Hi Vidak, ty for your blog and comenting about how are you doing your game, is a little difficult to me being a newbie, to understand a simple masking when all the other code is not easy to understand. is here in the forum a simple example of masking like you did but with a simple kernell without playfield? ty.
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tiatune - TIA music player with "correct" tuning
zilog_z80a replied to utz's topic in Atari 2600 Programming
ty for your work. Kind regards. -
tiatune - TIA music player with "correct" tuning
zilog_z80a replied to utz's topic in Atari 2600 Programming
VERY NICE!! is possible to use this with a static image? ie: like a game title before the game starts i`m asking cos the page says and i'm thinking if this means no render at all, static AND rendering an animated player0 for example. cheers!! -
Session 16: Letting the Assembler do the Work
zilog_z80a replied to Andrew Davie's topic in 2600 Programming For Newbies
answering myself... i have self answered this post because with time passing and reading code of all people my ideas are much clearer now. i will let the original post just for be able to... look at the past and say, wow i have learned a lot!! ty to all atariage -
hi, i'm so curious... what means "after atari warmed up" ? thanks
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will try this bin at work, must upgrade my desktop pc at home. ty DirtyHairy.
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hI vidak!! i'm using stella 3.5 and when running this program i just get a black screen, could be something related to my emulator? cheers
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Multiple Enemy Sprites in 2600 Games
zilog_z80a replied to marlowe221's topic in Atari 2600 Programming
thank you very much Jinroh!! -
Multiple Enemy Sprites in 2600 Games
zilog_z80a replied to marlowe221's topic in Atari 2600 Programming
Very Nice info!! ty DirtyHairy!! i'm working on a translation of "Atari 2600 Programming for Newbies" and trying to make my first homebrew, this is a lot of work, but i think in a near future that i must collect all the information (possible) about programming VIDEO HACKS, and, to put all that info together in my page and here in the forum in some place. ps: is there some video hacks archive? I mean, all together with a table of contents? cheers and ty again! -
Multiple Enemy Sprites in 2600 Games
zilog_z80a replied to marlowe221's topic in Atari 2600 Programming
Dear SpiceWare, please can you tell me something about the normal techniques? are normal techniques to use NUSIZx ? or there is more? thanks in advance. cheers. -
nice!! ty!
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Rom Hunter's V14 Old Era ROMs Collection Now Online!
zilog_z80a replied to Rom Hunter's topic in Atari 2600
thanks you very very much, have a nice Pakjesavond -
yes, i`m into a "debugger époque" trying to understand there what i don't fully understand in some source code. once i will have learned a little more things... for sure Collect will be the next step. ty again!! cheers!!
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i was not an active member of this forum in that years, i think that i'm here since 2011 but had to leave any dream about atari programming by personal issues and now i'm doing my first steps since february. SpiceWare TY 1000 TIMES FOR THIS DEVELOPMENT AND DOCUMENTATION
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Sorry Thomas, i don't remember from where i did copy paste of names, there is now corrected. cheers.
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hi !! just anuncing this new project, it is under contruction, already working with Andrew Davie's tutorial traduction. ty Vidak!!
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Hi to all!! I'm proud to announce a new page about programming our beloved ATARI 2600 - VCS 2600 This page is a translation of (Sir Andrew Davie's Atari 2600 Programming for Newbies tutorial. [ with his permission of course ] ) This is too an effort to make possible ATARI 2600 programming for people that would love to contribute with ATARI SCENE but language is a barrier. let's make it possible !! 1) page is under construction with an atari pic and music. the under construction page is the real finished first page of my site. 2) There is a section MASTERS = MAESTROS I think that there i can post names like Andrew Davie, Nick Bensema, Thomas Jentzsch, etc, all the important people of the ENGLISH ATARI 2600 SCENE - ARENA. and may be to write some bio or trajectory about them with links etc. http://atari.rf.gd/ cheers!!
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Session 25: Advanced Timeslicing
zilog_z80a replied to Andrew Davie's topic in 2600 Programming For Newbies
hi, where can be this example code be placed? , vblank and overscan too? when we talk about (multiple frames) is there any file to look at and see the use of this method? pls, is there some kind of example about this? ty in advance. -
Session 23: Moving Sprites Vertically
zilog_z80a replied to Andrew Davie's topic in 2600 Programming For Newbies
Ty Thomas, was searching around the web for skipdraw and have found a lot of info, once my brain be able to process it... will post something here to receive your blessing. pd: ty 4 da url. cheers. -
Session 23: Moving Sprites Vertically
zilog_z80a replied to Andrew Davie's topic in 2600 Programming For Newbies
Hi Thomas, ty for your fast reply, please can you show me some url with example code? do you mean with, outside kernel, to set something outside the 192 scanlines? i have arranged pointers outside the 192 scanlines. am i right? (code bellow) processor 6502 include "vcs.h" include "macro.h" seg.u uninitialized org $80 SpriteEnd ds 1 SPRITEHEIGHT equ 8 spriteP0 ds 2 SEG DATA ORG $F000 Reset lda #0 ldx #0 clear_mem sta $0,x inx bne clear_mem lda #30 sta COLUP0 lda #60 sta SpriteEnd ; SPRITE Y POSITION ;--------------------------------------------------------------------------------------------------------------------------- lda #<Sprite0Data sta spriteP0 lda #>Sprite0Data sta spriteP0+1 ;--------------------------------------------------------------------------------------------------------------------------- I saw here: http://www.biglist.com/lists/stella/archives/200309/msg00060.html this: > .contDrawPlayer: > dey > tya > sbc yPosP0 > adc #H_TANK > bcs.doDrawP0 > lda #0 > NOP_W > .doDrawP0: > lda (ptrP0),y > sta.w GRP0 The key is the NOP_W, which is an equate for $0C, which is the opcode NOP abs. (An illegal/undocumented version of NOP. The documented way is to use $2C which is BIT abs) So if the bcs is not taken the lda (ptrP0),y gets absorbed into the NOP and is not executed. Is sta.w another undocumented opcode too or just a type error? i have found undocumented opcodes for 6502 but dunno if it works with 6507 http://nesdev.com/undocumented_opcodes.txt returning about this subject, vertical position, Dear Thomas, any example code would be really really appreciated. Thanks again and thanks in advance. -
Session 23: Moving Sprites Vertically
zilog_z80a replied to Andrew Davie's topic in 2600 Programming For Newbies
the only way i found to make Andrew's solution work was adding one instruction TAY please correct me if i'm wrong. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ldx #191 scan_lines: sta WSYNC sec txa sbc SpriteEnd adc #SPRITEHEIGHT bcs .draw nop nop nop sec bcs .skipdraw .draw tay ; <······························································ EXTRA INSTRUCTION lda (spriteP0),y ; use indirect loading here sta GRP0 .skipdraw dex bne scan_lines ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Cheers.