Jump to content

SIO2

Members
  • Content Count

    1,239
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by SIO2

  1. As Wickeycolumbus said, I did not receive the poster with the rest of the game/box/manual/stuff. I just wondered if the poster is on its way here because, I will probably be ready to move this along early next week. I still need to get some photos and will spend some more time playing the game this weekend but, I think I know what I need to for my review.
  2. The save key on the left in the photo is traveling with Boulder Dash. I just wanted to make a save key for myself in case I write a game where I want to save a score. I also have Atarivox but I have several systems that I play and I just leave Atarivox connected to the one console. The save key size makes it pretty convenient to move between consoles. Better get in line for Boulder Dash Jinks. It is coming to Canada next if King_Salamon's location is correct.
  3. Please disregard previous post. I figured it out. I also tied all floating pins to ground (not shown in diagram).
  4. Are there plans available for the save key? I think I would like to build one for myself while I have Boulder Dash here to test it with. I think I have the components on hand. I have the db9 and the 24LC256 and some perf board. What else is there? I can not tell because of the glue.
  5. Just seeing how it looks in my cabinet. Good right?
  6. You can find this where Darrell said to look. ; colorful ; Darrell Spice, Jr ; November 5, 2013 ; ; Simple 2600 program that shows off moving bands of colors ; ; compile using DASM ; dasm colorful.asm -f3 -v0 -scolorful.sym -lcolorful.lst -ocolorful.bin ;======================================== ; Initialize DASM ;======================================== ; DASM supports a number of processors, this line tells DASM the code ; is for the 6502 CPU. The Atari has a 6507, which is 6502 with an 8K ; address space and no interrupt lines. PROCESSOR 6502 ; vcs.h contains the standard definitions for TIA and RIOT registers include vcs.h ; macro.h contains commonly used routines which aid in coding include macro.h ;======================================== ; Define RAM Usage ;======================================== ; define a segment for variables ; .U means uninitialized, does not end up in ROM SEG.U VARS ; RAM starts at $80 ORG $80 ; holds background color for first scanline of frame BackgroundColor: ds 1 ; stored in $80 ; holds playfield color for first scanline of frame PlayfieldColor: ds 1 ; stored in $81 ; holds # of scanlines left for the kernel to draw LineCount: ds 1 ; stored in $82 ;======================================== ; Define Start of Cartridge ;======================================== ; define a segment for code SEG CODE ; ROM starts at $F000 ORG $F000 ;======================================== ; Initialize Atari ;======================================== InitSystem: ; CLEAN_START is a macro found in macro.h ; it sets all RAM, TIA registers ; and CPU registers to 0 CLEAN_START ; set playfield to show vertical stripes lda #$AA sta PF0 sta PF2 lda #$55 sta PF1 ;======================================== ; Sync Signal ;======================================== VerticalSync: lda #2 ; LoaD Accumulator with 2 sta WSYNC ; STore Accumulator to WSYNC, any value halts CPU until start of next scanline sta VSYNC ; Accumulator D1=1, turns on Vertical Sync signal sta VBLANK ; Accumulator D1=1, turns on Vertical Blank signal (image output off) lda #47 sta TIM64T ; set timer for end of Vertical Blank sta WSYNC ; 1st scanline of VSYNC sta WSYNC ; 2nd scanline of VSYNC lda #0 ; LoaD Accumulator with 0 sta WSYNC ; 3rd scanline of VSYNC sta VSYNC ; Accumulator D1=0, turns off Vertical Sync signal ;======================================== ; Vertical Blank ;======================================== VerticalBlank: ;========================== ; game logic starts here ;========================== ; update background color for first scanline of this frame inc BackgroundColor ; update playfield color for first scanline this frame dec PlayfieldColor lda #199 sta LineCount ;========================== ; game logic ends here ;========================== VBwait: sta WSYNC bit TIMINT bpl VBwait ; loop until the timer ends ;======================================== ; Kernel ;======================================== ; turn on video output sta WSYNC lda #0 sta VBLANK sta COLUBK ; color first scanline black sta COLUPF ; color first scanline black ldx BackgroundColor ldy PlayfieldColor ; draw the screen KernelLoop: sta WSYNC ; wait for start of next scanline stx COLUBK ; change background color for current scanline sty COLUPF ; change playfield color for current scanline inx ; increase X so next scanline has a different background color iny ; increase Y so next scanline has a different playfield color dec LineCount ; decrease the line count bne KernelLoop ; if we didn't hit 0, then draw another scanline ;======================================== ; Overscan ;======================================== ; done drawing the screen OverScan: sta WSYNC ; Wait for SYNC (start of next scanline) lda #2 ; LoaD Accumulator with 2 sta VBLANK ; STore Accumulator to VBLANK, D1=1 turns image output off lda #23 sta TIM64T ;=================================== ; additional game logic goes here ;=================================== OSwait: sta WSYNC bit TIMINT bpl OSwait ; loop until the timer ends jmp VerticalSync ; start the next frame ;======================================== ; Define End of Cartridge ;======================================== ORG $FFFA ; set address to 6507 Interrupt Vectors .WORD InitSystem ; NMI .WORD InitSystem ; RESET .WORD InitSystem ; IRQ
  7. I really like that. I am going to have to try it. Is there any special purpose to the half circle cuts in the board?
  8. I like the graphic for the flies in the 2600 version better. Otherwise, the 7800 version kicks butt.
  9. Just curious but I notice that the serial number stickers on those Best machines have square corners. Seems like all the units I have seen have rounded corners. Maybe Best creates their own label as part of the restore.
  10. If it were mine, I probably would attach wires at the pads where the pokey pins come through the board and shrink tube the wires to the cap leads (observe the polarity for the cap). Or at least shrink tube the cap leads if they will span the gap between the pins. I think you have the correct pins identified.
  11. Sure, I will give it a try when my turn comes up.
  12. Just embrace it. I am old. What the hey. I have played my share of Zelda and Mario games too. These days though I would rather play Pac-man for the 9 millionth time than switch on my PS4. And I love the PS4 aside from all that online crap where you have to download an update for a brand new game. Excuse me now, I have to go play Pac-man again. Looking at you tep392.
  13. Made the mistake of playing this with a Proline. Ouch!
  14. Good to hear from you batari. Glad you are feeling better.
  15. Alternate music version with auto fire on. Enjoying this very much.
  16. Not sure what happened. I put the Ultimate SD cart in my 5200 but every time I tried to start this game, some Sega Genesis game kept coming up on screen. Just kidding. This game is amazing! Thank you. 40,290 my high score so far.
  17. That is no disaster area. It looks like a cover photo for some electronics magazine. Nice.
×
×
  • Create New...