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splendidnut

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Everything posted by splendidnut

  1. I'll admit that I've been slowly pulling ideas from your development blogs... poorly. I believe it is your Draconian code snippets that I was using as a reference when doing all the mid-scanline kernels. After I was done, I randomly discovered the chart (for Stay Frosty 2... maybe?) you had originally used to figure out your timings for all the mid-scanline kernels, which would have been nice to have when I started. I might end up using the Copy function... I'm not sure yet. I still seem to have ample time available outside the drawing kernel. Thank you for writing all those blogs, they are quite handy.
  2. I'd like to apologize to everyone here for recently referencing the Star Castle debacle in another thread. It seems to me to be part of what has fueled Mr SQL arguments here. Again, I'm sorry.
  3. So a minor status update: I've started working on eliminating as much flicker as possible with the sprites. I've started by re-vamping the display kernel and adding in all the re-positioning kernels required. This is turning out to be a bit of a pain... I've gotten all the re-positioning kernels done, but I've basically run out of cycles to use for updating the DPC+ registers in mid-draw. I'm thinking I'll need to change the sprites/PM graphics to work similar to how the ANTIC/GTIA works. So, I'll have a sprite buffer as tall as the screen in the DPC+ Display Data area and basically pre-render the sprites into it, so that the only thing I need to worry about is changing the position between sprites. Although... I'll need to sort the sprites and figure out any kind of flicker multiplexing which now will be more complicated.... This is the point at which I ask, "What have I gotten myself into?"
  4. I'd call you crazy, but then I remembered this: https://www.kickstarter.com/projects/698159145/atari-2600-star-castle Please don't crucify me for referencing that... And if you're wondering why I say don't crucify me: http://atariage.com/forums/topic/191293-whats-the-deal-with-star-castle-2600/
  5. Also... to compile I used the following command: dasm program.asm -f3 -v5 -oprogram.bin -f3 should always be used... -v5 to give for more info about assembly issues
  6. processor 6502 include ".\vcs.h" include ".\macro.h" SEG Code ORG $F000 RORG $F000 Reset ldx #$FF lda #0 Clear STA 0,X DEX BNE Clear LDX #$EE STX COLUPF Frame_Loop LDA #2 STA VSYNC STA WSYNC STA WSYNC STA WSYNC LDA #0 STA VSYNC LDA #0 STA VBLANK ldx #37 VB_Loop STA WSYNC DEX BNE VB_Loop LDX #0 DrawLoop LDA #%10101010 STA PF0 STA PF1 STA PF2 STA WSYNC INX CPX #192 BNE DrawLoop Overscan LDA #%01000010 STA VBLANK LDX #30 Overscan_Loop STA WSYNC DEX BNE Overscan_Loop JMP Frame_Loop ORG $FFFC RORG $FFFC .word $F000 .word $F000 I fixed up the ORG/RORG statements and the RESET/BRK vectors at the end. NOTE: I had to change your includes to match where my files were located.
  7. That LDX #FF should probably be LDX #$FF. EDIT: Okay there's something more... let me take a look.
  8. My dad had a joystick with the DIP socket connector for his Apple ][+. From what I remember, I believe it was made by Kraft. Sadly one of the plastic axis supports broke. That joystick is currently either lost or gone. Not sure which.
  9. I was going to say the same thing,,, The lightning is my favorite part.
  10. The egg, cheese, and breadstick are generated by the missiles and ball, so there is no bitmap data for them.
  11. Are you talking about the game roms? https://www.atariage.com/system_items.html?SystemID=2600&ItemTypeID=ROM
  12. I would suggest changing the controls... Left/Right to turn left or right, and Up/Down to move forward and backward. The way the controls work now is very awkward for me at least. Also, the minimap seems to bounce around in Stella 4.6.7... which is amusing to watch.
  13. The blue line around the HMOVE area appears to be way too bright. Just a shot in the dark, but maybe the RF modulator is going bad?
  14. Thanks SpiceWare... the demo finally works on a real system again.
  15. Ah yes... Fast Fetching not "bus stuffing"... Fast Fetch overrides the immediate load by substituting the value being passed from the Harmony memory to the CPU (6507); whereas, bus stuffing overrides the data sent from the CPU (6507) to the Atari 2600 TIA chip. And to clarify, by 10 cycle TIA writes I meant 10 cycles to write both color and PF data. Thanks for catching that SpiceWare.
  16. 19" Zenith CRT (circa 1997) Atari 2600 Vader NTSC & Atari 7800 (with expansion connector) NTSC using version 1.2 of the screen size software: 18 196 12 - smallest stable size (226 total) 32 206 26 - typical size (262 total) 45 210 40 - biggest stable size (295 total) Note: It seems my TV displays too far to the right though, so I do have some cut-off on the right-side corners. I'd approximate its about 4pixels too far to the right. I've tried to compensate with the numbers, so I might be a little bit off.
  17. @SpiceWare I probably should have phrased that better... I meant that I probably should upgrade to the latest stella. I did find the issues with the initialization after turning those randomizing settings on. It seems that the code was going off into la la land. I fixed the code and it seems to be running better... except on real hardware... and by real hardware, I mean the Harmony Cart in my 7800. I'll have to dig out my 2600 and try it on that. Anyways, Here is an updated version with the initialization fixed, and the beginnings of the burger drop logic in the code. chaoticGrill-2017-03-05.bin
  18. @SpiceWare Thanks. That might be something to look into... that and possibly upgrading to the newest Stella.
  19. FYI, the other download appears to be the first demo I uploaded.
  20. After a long hiatus working on some minor home improvement projects (hah, minor...), I've just started working on this again. April 2016 is still the latest update. I'll have to check and see what the other download links to at some point. Currently working on the burger dropping support logic... and a weird vsync issue that popped up at some point and is preventing me from this on real hardware. I'm also prototyping out better control/navigation logic. Not sure when the next update will be or what it will include. My time is very limited and as the weather gets warmer, other projects will inevitably take priority... like more home improvements. In regards to support non-legacy Atari: This relies on the Melody/Harmony tech. So unless the Atari Flashback Portable supports that, there are no plans on supporting it.
  21. I would like to be put on the waiting list as well. Thanks.
  22. If I ever do end up with a new case, I'll let you know.
  23. Granted... I entered college already knowing how to program in C, Pascal, and x86 Assembler.
  24. I remember, in one of my senior year computer science classes, being the ONLY person in my class to successfully complete the homework because I was able to use the standard C library to read an input file for the homework program. Who makes it that far without ever having to use file I/IO? :/
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