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Posts posted by retrogoober
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PS I suck at Keystone Kapers so bad
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LOL SMARTASS:) Saving up for a copy and look forward to the manual
Oh yes, there was a Bosconian in an arcade at a seaside beach motel we stayed at as a kid, the voices were jarring then, now they are super hilarious and evoke nostalgia, so glad you used them
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OK to post older screen pics? Or need to be current as of today? I assume as of today?

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Reading a joystick is extremely simple, the equivalent of 2 PEEKs from BASIC, one returning all 4 directions and the other the state of the fire button. This is typically done once per frame.
Driving controller is the same, and likewise can be checked once per frame. The peek for directions returns a gray code, which tells you how far it rotated and in which direction.
On later systems you can do the same for paddles*, one PEEK for a 0-255 value for the position, another peek for the fire button. On the Atari one PEEK works for the fire button, but there's no dedicated hardware to generate the 0-255 value. Instead your program must implement that in software by doing this:
- A POKE to dump the paddles to ground which empties the 4 paddle capacitors.
- a while later a second POKE to remove the dump to ground.
- after that, numerous PEEKS to see how long it takes for the capacitor(s) to fill back up.
These PEEKS occur during the drawing of the screen, and take a lot of time. So much time that Warlords only takes readings for a single paddle per frame and employs a smoothing routine so the paddle movement doesn't appear jerky. This is the routine that checks the capacitor:
LDX Pot2Read ; 3 3 LDA INPT0,X ; 4 7 BMI Skip ; 2 9 (or 3 10 if branch is taken) STY Paddle1,X ; 4 13 Skip: ...
Pot2Read is which potentiometer(paddle) to read, 0-3. This bit of code is run multiple times while the visible screen is being drawn. It takes 10 or 13 cycles, there's only 76 cycles per scanline. This reduces the number of updates that can be done to TIA, the Atari's video chip, which means paddle games tend to have simpler graphics. You don't have to run it on every scanline, though how often does dictate the range of motion. Medieval Mayhem checks the position of 2 paddles per frame, with 75 checks done for each paddle so each player's shield can be located at 1 of 75 onscreen positions.
* an analog joystick is equivelant to 2 paddles joined together.
Thank you for this! Lot of Greek to me but some I understand, if nothing else it shows the complexity compared to regular joystick programming, had NO idea.
I REALLY didnt mean for this thread to seem an attack on programmers, people who sustain the scene in a vital way, my apologies if came over that way, and I was ignorant of how many good paddle games do exist, Marble Craze alone is so impressive, not to mention balls hard, enjoying it today. I just love paddle gameplay and would love to see more.
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Point well made thank you, dont mean to be disrespectful of programmers, sincere apologies if I offended, especially someone who has brought us SO many amazing creations, thank you, glad you spoke up about difficulty of programming paddle games, had no idea, my post wasnt meant critical, what is it (for us non-code peeps) that makes it more difficult?
ALSO agree with the inclusion of more driving controller games
I still hold to my desire for more paddle game innovations though:)
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Its great their there, kudos, but that's FOUR:) I just feel theres so much room for innovation here, the paddle controllers are iconic
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HOLY CRAP this game is one amazing achievement, thank you SO much, such a long time DK fan, and this could NOT be better, all the gameplay mechanics, challenge/difficulty are there, nice homage to the original DK 2600 in ways mixed with genuine arcade gameplay, sorry but LIGHT years better than DKVCS, save maybe for animation quality, BUT I suspect programming sacrificed overall presentation and gameplay for graphics, would love to hear from experienced programmers.
SO cant wait for full release and hope Nintendo doesn't block it
Thanks again for your work
Lee
pic - hard demo
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The paddle controller is SO iconic, so different and fun a gaming experience, and so UNDER supported after ALL these years
Why are there not good Homebrews yet?
SO many design options, Gyrus and Tempest variants come to mind, ARKANOID!
GRAVITY centered games
AND why not more paddle support for newer games, was playing LEM and wondering this (LOVE that homebrew)
*RANT*
Lee
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Pac Man 8K
DK VCS
I have changed my tune, DK Arcade is SO much more advanced IMO, the animation on VCS is impressive, but DK Arcade just nails it
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Will it play Night Rider?................................................................

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Thank you MJ!
Your pal John Hancock has posted his review
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Hey, good job on that one! I tried to earn that patch too, but got frustrated and gave up. That was a while ago though, maybe I should try again
Thanks:) Not too difficult, a DEFINITE pattern, ease up on the 3 blue cars, after 3rd blue car passes, advance into median, cant remember from there, good luck
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Updating again
My OLD top 10
1. Super Breakout
2. Beamrider
3. Phoenix
4. Moonsweeper
5. Dragonfire
6. Ms Pac Man
7. Pitfall!
8. Yars Revenge
9. Q Bert
10. Space Invaders
homebrews
1. Lady Bug
2. Chetiry
3. Thrust+
4. Toyshop Trouble
5. Lead
My NEW Top 10
1. Super Breakout
2. Beamrider
3. Frostbite
4. Phoenix
5. Dragonfire
6. Gravitar
7. Pitfall
8. Yars Revenge
9. Space Invaders
10. Kung Fu
TOP 5 Homebrew
1. Lady Bug
2. Thrust+
3. Seawolf
4. Donkey Kong VCS
5. LEM
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Just played 2 hours straight for the first time ever, AMAZING work Joe Musashi, THANK YOU!
Question - on 1st screen, are barrels supposed to disappear at end of 3rd platform up?
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Finally played this, AMAZING work and a joy for this gravity game fiend, SO wish I'd rodered boxed with patch when I had a chance, thank you! Ordering a cart soon budget permitting:)
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Anguna (WIP Homebrew) -- Feedback Wanted
in Atari 2600
Posted
Brilliant work! Thank you