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kenjennings

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About kenjennings

  • Rank
    Dragonstomper
  • Birthday 07/01/1966

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Profile Information

  • Custom Status
    Me + sio2pc-usb + 70 old floppies
  • Gender
    Male
  • Location
    Florida, USA
  • Interests
    C programming, computer graphics, unix/linux, retro gaming, Atari 8-bits and Amiga
  • Currently Playing
    atasm -- Mac/65 with all the joy and none of the line numbers.
  • Playing Next
    atasm (Mac/65) Is there any better "game"?

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  1. Ok, my own stupid programmers' trick. THANKS. 👍 Solution is to remove the text when not needed. I'm running atari800 4.2.0 on linux which is the last version I found on https://github.com/atari800/atari800/releases
  2. Hi lo.... I recently did a new install on Linux, new eclipse, and fresh update of WUDSN. The Hex editor display only looks ok when the ASCII character set is chosen. If any of the Atari character sets is chosen it ends up with microscopic, tiny font that is not readable. I added Atari 8-bit true type fonts to the system and have used them in other programs. I went into eclipse visual setting and was able to choose the Atari truetype fonts for Diff display. What font setting do I need to look for to set WUDSN's hex editor display?
  3. Having a problem that could very well be my own stupid programming trick. (Altirra x64 3.90) (Test configuration is NTSC Atari 800 OS-B, 48K). I have a line of ANTIC mode 2 text. Rather than deleting the text from the screen, I just set the everything black ($00) (COLBK, COLPF2, COLPF1). When I put Players 0 and 1 over the place where this text occurs in Altirra it looks like the text appears over the Players. I'm pretty sure that before this area of the screen I have set PRIOR to $01 which should be normal GTIA mode, and the priority control that puts all Players over the playfield. So, I'm having a mental issue trying to figure out why the text is visible over the Players. Earlier/higher up on the screen the code was using a DLI to game the GTIA 16 grey scale mode with 5th Player to make some color demo joy, and then this PRIOR setting is turned off. Things on the screen below this point depend on normal GTIA color interpretation and it all looks fine, so I'm pretty sure the GTIA color interpretation mode does get set back to "normal". I've hacked up the DLIs to make sure PRIOR reset is occurring, redundantly. Below is a grab from the Altirra screen where the black text appears on the Players. The Blue background color is set immediately after the last occurrence of resetting PRIOR. lda #[GTIA_MODE_DEFAULT|$01] sta PRIOR where: GTIA_MODE_DEFAULT = %00000000 ; Normal CTIA color interpretation and PRIOR = $D01B ; Control Priority, Fifth Player and GTIA modes and here is the GTIA layers visualization to make the text v Players more obvious. Am I misunderstanding something about ANTIC Mode 2 and Players here? (and fyi, tested this on atari800 on linux which does not show the text above the Players, but it's known to not show things according to real hardware.) For reference, the current executable is at https://github.com/kenjennings/Atari-1nvader/blob/master/ata_1nvader.xex It's just a graphics demo at the moment, not a working game. Thanks.
  4. Is (was) the table guaranteed to stay there? Would it be safer-ish, more compliant to get it from the open E: IOCB #0 table? I've seen it done this way: IOCB = $0340 ; Base IO Control Block, Channel 0, E: by default ICPTL = IOCB+$06 ; Put char routine (low) ICPTH = IOCB+$07 ; Put char routine (high) ; . . . . . PutCH sta OUTPUT ; Self modifying code - save the byte below. lda ICPTH ; High byte for Put Char in E:/IOCB Channel 0. pha ; Push to stack lda ICPTL ; Low byte for Put Char in E:/IOCB Channel 0. pha ; Push to stack OUTPUT = *+1 lda #$00 ; Modified at routine entry. ; This rts actually triggers calling the address of PutCH ; that was pushed onto the stack above. rts
  5. Links to the articles in both ANTIC and ANALOG are here: The BASIC code to set up the synthesizers is the same for both. (Same data lines, same control/status lines), so it appears they are identical.
  6. I was wondering.... since you have four character sets. And you use a different characterset per line, but repeat the usage six times... 0 1 2 3 0 1 2 3 . . . Wouldn't it be the same as just using one character set for six contiguous lines before switching character sets... 0 0 0 0 0 1 1 1 1 1 1 . . . Then there are fewer DLIs that need to change the current CHBAS. Thanks, Ken
  7. The ship from the Asteroids arcade game screams Atari. (Not necessarily Atari 8-bit)
  8. Side by side in opposite directions....... I can't think of a way to do that in hardware. Maybe I lack imagination. Pretty sure that would have to be done the hard way by actually drawing/updating the screen memory itself. Maybe shifting images through a character set. Either way it is still brute force code churning through memory.
  9. I love Aldi's. That's the only place in South Florida that carries awesome groceries from Germany. (My kid had to explain family heritage for a school project, and we spent days looking for a place to buy spaetzle.)
  10. There's also the duck-boy in Escape From Epsilon...
  11. I like the player from Mountain King, wearing the crown. But, I'm like one of five people left alive who like that game.
  12. Yet another bad branch condition. Reassembled and re-uploaded. It does not change the addresses for routines above.
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