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MaPa

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Everything posted by MaPa

  1. I'm guessing that you are trying to control your game... but on Atari 5200 you need to have different code routine for input, as Atari 5200 AFAIK does not use joystick input, but paddles input. Did you try some Atari 5200 games?
  2. AFAIK Atari 5200 does not have shadow copy of CHBAS so you have to set the ANTIC $D409 register directly.
  3. Does your DLI2 store A,X,Y ? You are rapidly change COLPF0 colour (severa times per scanline)... why is the STA WSYNC out of loop? (I don't know how the color cycle is supposed to look like) IMHO screen starts at VCOUNT 4 maybe? Similar like PMGs has 8 scanlines above screen and 8 below (8+240+8=256).
  4. Ad 1) if it's not some PMG object try to set the breakpoint at write in the message area so you would see the code responsible for it (in altirra debugger ba w $9000 l$28)
  5. Does anyone even have so much patience in the world?
  6. Looks like right time to make some popcorn as this is going to be a real nice drama (or comedy?) I think that you can change rules as much as you want but it will not change the numbers and quality of contributions at all (maybe if the prizes will raise like 10x or more). If you look at what games are released each year.. most of them does not participate in ASC and many of them are higher quality too. And look at past years of ASC.. some years were very strong in numbers and in quality.. some are bad in both aspects and the rules are more or less the same.
  7. You can create Get Up! 2,3,4,5...250 etc. (like FIFA17, 18 etc.) and change only title screen or whatever (or even nothing) and release it (entering this contest is not necessity for releasing your stuff or is it?). Only that then you can't participate in this ABBUC contest with its rules. That's all. There are tens of new games for 8bit Atari every year and only small fraction participate in this contest.
  8. IMHO the "extended or altered in a significant way" is meant to be related to gameplay itself and not to the fancy gfx and msx around. And from your table of differences I see maybe only the "flooting softlty side to side" feature fulfilling this rule (I didn't see your game). Maybe if there were added some ingame features like shooting, collecting powerups etc. it would be accepted. But it's just my opinion.
  9. This should be sufficient... I don't have any ATR yet, but I think standard Dos2.5, DOS II etc. I need to compile my program, put it on .ATR (replacing the old one) and run it in emulator.
  10. Hi, I'm looking for ATR command line utility... all I need for now is adding (copy over) file from PC to an .ATR image usable in batch file in Windows 10 64bit.
  11. OK.. now I§m able to load something and play it, but all I hear is noise... tried official Altirra 3.0 and Altirra 3.10 test 28 (with timings like on real hw) and in both versions your edit in debugger but nothing helps.
  12. Thanks, but I wanted to know how to play it in Altirra emulator
  13. So... I download some .pdm file and then WHAT? I don't know anything about SIDE/SIDE2.. how it works, what it needs etc.
  14. Is it possible to run these IDE examples in Altirra? If so, what is needed?
  15. Yes, the third describes what can happen when abnormal DMA is happening, but I'm not sure what leads to the abnormal DMA pattern. If just only the simple high value hscrol store after wsync... But then IMHo should be 2 NOPs enough to avoid this problem (WSYNC to 105 cycle, 2x NOP - 109 cycle and STA writes at cycle 113?).
  16. From Altirra Hardware reference: - in Disrupting the DMA clock with HSCROL chapter: This means that in order for a horizontally scrolled normal or wide width line to display correctly, HSCROL should not be rewritten before cycle 111, three cycles before missile DMA fetch. (page 62) - in Disrupting the DMA clock with mode switching chapter: Horizontally scrolled normal or wide width mode line at fast DMA fetch rate (modes 2-5 or D-F), with HSCROL >= 10. (page 63) - in Overlapping DMA chapter: Warning The potential for overlap with display list DMA is what makes the abnormal playfield DMA bug a serious one. If it just affected the playfield, then the only problem would be visual glitching. When abnormal playfield DMA overlaps display list DMA, however, it can send the display list execution off into the weeds. This can then cause wild display list interrupts to fire and the program to crash. (page 64) IMHO it's mix of those "bugs".
  17. So why are here example files with stereo and 34kHz? (at least in their name)
  18. IMHO no.. he surely means that when you boot or open image or just start it by association in windows, then the program always reads the same values from $d20a (RANDOM) register (if you use the same starting method).
  19. Or maybe try some compression like 6502 inflate routine (https://github.com/pfusik/zlib6502) ...
  20. i think that rule 2.1.4 to mention the "ABBUC Software Wettbewerb 2017" on the title screen needs to update the year in both versions
  21. Try http://www.abbuc.de/images/software/contest2018/ABBUC SWC Rules 2018.pdf.
  22. Just to clarify that PG and pseudografx is the same person.
  23. It' supposed to fit the window exactly around the view area with no borders as it did before (don't know in what test version it got broken). OK ..... not OK ....
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