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Gip-Gip

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Posts posted by Gip-Gip

  1. Hey all!

     

    I've been testing an atari and I fabricobbled an old serial cable into a shorting plug for the atari 2600

     

    I could get another cable but I'm wondering if someone with the diagnostic cart and a 2600 could send me a picture of what the diagnostic matrix looks like with just one plug inserted, one picture per controller port

     

    any help is greatly appreciated!

  2. Hey all! Long time no see!

     

    I'm doing atari repairs on the side of my current job/future college and I want a stress test cart for making sure they all work as intended

     

    So far I have some ram test code laid out, along with some TIA test code in mind, and I'm wondering what ideas you guys have for testing the 2600 to make sure it's in 100% working order

     

    I'll have the source code up when I have it in a good state, per usual, and I'll try my best to keep it semi well-documented. Granted, it's hard to make good looking assembler, but I will at least try my hardest to make it half readable

     

    Plus, it's been a solid year or two since I've worked with assembler, so forgive me if it isn't the best code you've ever seen

     

    Currently my list of tests include:

     

    • RAM test, write both $FF and $00 to each byte in ram
    • TIA test, set background color to each possible tia color in a rainbow fashion
    • Sound test, cycle through sounds per frame

     

    Please give me other stress ideas, what other common failure points there are, etc. etc.

  3. 1 hour ago, Vorticon said:

    Just wondering where progress was on this project.

    Currently I'm just working on the game I'm making for this engine. I'm adding features along as I go so once I have a demo out I'll update VePseu99 with the features as well

    • Like 3
  4. As a little disclaimer, I am taking plenty of time with each map now and it's probably only a third of the way finished, just having to tweak the engine as I go to do as I want has taken a bit of time

     

    Also this demo level will most likely not be in the final game just so nothing is spoiled per-se, that and the designs are more experimental than anything

     

    I'm trying to give the best RPG experience I can on the TI and I think it's going well so far

     

    The only thing this demo probably won't have is a title screen and a fighting system, I'll save those for a later date perhaps...

    • Like 2
  5. Just as a little update as to what's been going on

     

    I've been tackling a few bugs and adding features to both VePseu and VePseuTool primarily, and I've been working on the actual game for two days as of now, attached below is a screenshot of VePseuTool with everything I've gotten done so far

     

    I'm currently going at a rate of 1 map every day, so assuming this area has about 8-16 maps I'll have a tech demo ready in 8-16 days

    mac_5_8_2020.png

    • Like 7
  6. I've finally fixed the keyboard! And a few other things

    I'm going to work on commenting the code and documenting everything, which will be a pain, but I NEED to do it

     

    However I can safely say the testmap is on it's final version for now, and if you want to check it out the binary is attached

     

    Tell me how it runs on real hardware too, if you can

    vepseu8.bin

    • Like 4
  7. 1 hour ago, Elia Spallanzani fdt said:

    maybe make a little video for those that read this forum on smartphone?

    I can provide a mp3. A video wouldn't be much worth anything as it's the same demo level with Wolfenstein music plastered on it

     

    Keep in mind the TI's music is fairly loud

    vepseu99_5_1_2020.mp3

  8. 4 hours ago, mizapf said:

    [Edited] If you are developing directly for the FinalGROM, I'll have to fold at this time. Currently I have no plans for emulating the FinalGROM because it involves a lot of powerful hardware (including a micro controller) that cannot easily be emulated. I could possibly simulate it, though.

     

    Maybe it suffices to know how to do the bankswitching and where the RAM is located.

    This is from the finalgrom website:

     

    Quote

    In RAM Mode, each 8 KB bank is split into a ROM half-bank >6000->6FFF and a RAM half-bank >7000->7FFF. The RAM may be freely written to, but it is not battery-backed and will be lost on power down or cart reset. ROM half-banks are switched by writing to >60XX, and RAM half-banks are switched independently by writing to >6800. Intermediate bits are again ignored. Note that writing to >7XXX will not switch banks but update the RAM at that location.

     

    Other than that it's a fairly standard bankswitching scheme, write to an even address read-only address in cartridge ROM and a bank is swapped

  9. 3 hours ago, mizapf said:

    I can do it, but I need to know your banking scheme, i.e. how you switch banks. And is this ROM-only, or do you again use RAM?

     

    We have various cartridge types, based on different selector chips (e.g. 74LS378).

    Both ROM and RAM, using FinalGROM's RAM mode-style bankswitching.

  10. Alright! I've somewhat successfully implemented bankswitching! If you want to see a "demo" of this bankswitching, the binary is included down below

     

    Not sure how to make a multi-bank RPK sadly

     

    The code's kinda half-baked at this point so I'd avoid the GitHub unless you want to be disappointed

     

    Next update will be a little more exciting, I promise

    vepseu8.bin

  11. 2 hours ago, Tursi said:

    Are we sure it didn't work on hardware? Cause I'm wondering if I should change the Classic99 VDP drawing code to respect the 4k bit too... ;) right now it doesn't and that feels like an oversight.

     

     

     

    I double checked on my TI, definitely didn't work :P

    • Like 1
  12. On 4/26/2020 at 7:15 PM, Tursi said:

    I guess based on what Rasmus is saying, trying enabling the F18A and see if that makes a difference? (If it really is the 4k bit, that will disable it indirectly as the F18A doesn't support that bit).

     

    Ahhh, it works when I enable the 80 column hack. This disables 4k mode in the code.

     

    So I'm not clear - does it or does it not work on hardware as-is?

     

    Apparently I didn't catch this yesterday

     

    It should now, the newest binary should at least. It enables 16k mode instead of 4k

     

    The 4k mode binary does not work on old hardware, however

    • Like 1
  13. Alright since I'm almost done getting the engine game ready I already contacted some freelance composers to see if I could get some music done for the TI. I'll have a title page and a shareware level done in ideally 2 weeks.. that'll allow me to get comfortable with the level editor, get some lore and artwork down, etc. etc. I'm excited to get a game together :-D

    • Like 4
  14. Ok so I've started to implement bankswitching and it works pretty well so far, it's just a little complicated

     

    Basically, the first bank is the standard code, nothing much has changed here. But every ROM bank past bank 1 contains a full map+scenes+code+music, and when LDMAP is called the map is copied into a second RAM bank. Then, the map data is copied into the first RAM bank to RAMMAP and the scenes/music stay in bank 2. ? 

     

    Needless to say the implementation isn't perfect yet, and my code definitely needs some cleaning before I push it to git, but in theory this should be a fairly space efficient way to store maps. You can store 127 4kb maps in 1 rom, without any external add-ons. I'm pretty excited :D

    • Like 1
  15. 3 minutes ago, Asmusr said:

    Actually it's me who have 'fixed' js99er to show the effect of running with 4K video memory. If you set VDP reg 1 to >e1 instead of >61 thus enabling 16K video memory everything should be fine.

    Huh. Well that was an easy fix

  16. Also, I should add that is appears Js99'er is temporarily broken.. I was testing out adding footsteps and it appears sprites are being sent to the character table. I'll raise an issue and see if I can't fix it before they do

    vepseu_js99.PNG

  17. I did not expect this to be finished so quickly! And it runs nearly as fast as my engine, if not faster at this point..

     

    Shows I have no right in dictating what can and cannot be done

     

    How big of a pain would it be to implement entities like in Wolf3D?

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