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Posts posted by splendidnut
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Just a quick status update:
I got the visual portion of the burgers being swiped away as the chef walks over them working... Now I need to handle all the intricacies of them dropping.
BUT before I do that, I might work on either fixing up the joystick control of the chef OR spliting up the display kernel to try and eliminate some of the flicker (it's bugging me

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Probably going to go with ChaoticGrill... unless there are any complaints.

Oh... finally have an update:
http://atariage.com/forums/blog/614/entry-12857-burgertime-remake-and-then-there-were-more-enemies/
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I'm sorry for slacking with the updates... It's been a rough couple of months but things seem to be settling down. And I've now got my Atari located next to my computer again which should provide a bit more motivation (or slacking off to actually play the Atari 2600).
Keeps looking better and better. Do you think that you will be able to include Mr. Egg and Mr. Pickle? If so, will they be detailed sprites or single lines like the M Network version?
Bump. Any new development on this remake? I was really looking forward to this one.
That's one of the goals... more detailed sprites of Mr. HotDog (pretty much accomplished), Mr. Pickle and Mr.Egg

Currently, I've got the enemy AI working better than it was. Both the Chef and the Enemy movement still need to be improved to prevent getting stuck AND being stopped from being able to move across the level where there is no platform.
Big things that still need to be worked on include making the burger pieces actually function, adding more sprites, reworking the engine a bit to minimize flickering.
I'll try to get another update out soon.
Thanks for bumping the thread. It inspires me to do more work

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Those links definitely help, but ultimately, it would be nice to have all that information in the same document. Granted it's understandable why it's not, being as this is the hobbyist arena, and most of us are using what little free time we have available to actually build things for the Atari. But it would be nice

Thank you SpiceWare.

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New update - still mainly just a graphics demo.
http://atariage.com/forums/blog/614/entry-12640-burgertime-remake-the-road-to-dpc/
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Thank you for not using basic.
Is that a challenge? Should I make it awesome in bBasic too?

In all seriousness, the basic language has always been a double-edge sword due to the relatively low barrier to entry. But to cut right to the chase... it really shows how good a programmer really is. There are people here who have done awesome things with it. I myself prefer assembly language... it's part of the fun of programming for the Atari 2600.
Back on topic... I should have a graphics demo update soon for BurgerTime.

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For those who mentioned BurgerTime, I'm currently working on it:
(General announcement/thread for tracking progress)
http://atariage.com/forums/topic/246769-burgertime-remake-in-progress/
(First blog entry with screenshot)
http://atariage.com/forums/blog/614/entry-12174-burgertime-remake-the-start/
Definitely encouraging to see so many people asking for it.

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Hey all,
Is there any official DPC+ documentation? Currently I'm working off of the DPC+ Demo posted here:
http://atariage.com/forums/topic/163495-harmony-dpc-programming/
That is my sole resource for working in DPC+.
But after RevEng's response here:
http://atariage.com/forums/topic/247084-platformer-wip-help-needed/?do=findComment&comment=3410657
It appears that I'm missing quite a bit.
Can anyone help with this?
Thanks.
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@RevEng
Thanks for clarifying.
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To start off with, I am not a bBasic programmer.
Unless something has changed very recently, don't trust stella with regards to ARM cycles. To stella, any DPC+ functions like collision detection and scrolling happen instantly, which isn't accurate.
A few programmers have been caught by this so far, and have had to rework their games to be more efficient to stop the screen from bouncing. It's best to cycle check on real hardware.But I am a bit confused by this. I was only looking at the 6507 code. Is there a way to even see the ARM code in Stella?
From what I've read on DPC+ itself, there appears to be no collision detection or scrolling features. Unless you are talking specifically about the DPC+ kernel in bBasic. Does bBasic add upon the features of DPC+... and if so... is there documentation or source code? Could you please elaborate on this more and provide references to places where programmers have been caught off guard? How do you cycle check on real hardware beyond just checking for a stable picture?
I apologize for the tangent but I wanted to clear up any confusion I or anyone else may have.

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How do you tell in Stella? I've Googled, searched here, read the Stella documentation, and I still have no idea.
Thank you, by the way. I appreciate you taking the time to check it out.
It's a bit of a trick and requires a basic understanding of 6502 assembler and the internal workings of the Atari 2600...
I switched into the debugger and stepped thru the code using the [+ Scan] button until after the display was done rendering, found where a timer (TIM64T) was setup at (Address 1B07) and then I watched the code until it hit the loop which waits until the timer runs out which is at (Address 1957).
I'd say you only used about 50% of your available cycles. That's just an educated guess though...

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@MausGames
Pretty awesome looking so far! I'm not too familiar with bBasic but, after taking a quick look in Stella, it appears that you have plenty of time for more logic. Also... the Stella emulator perfectly emulates an actual Atari 2600. There are only a few minor differences so you should be fine in regards to this running on actual hardware.
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Any progress on this one?
Mostly under-the-covers progress has been made... nothing really visible yet. I'm currently working on the code for drawing the burgers on the level utilizing the DPC+ registers.
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Example of simple code commenting that is quite helpful:
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The most useful piece of advise I can give you would be: Comment your Code.
Learning to/being able to comment your code will help you out in the long run. After walking away from a project, just for a little bit, we tend to lose context of what code does what. Commenting as you go will help give yourself hints in the future as well as help you think more about what you are doing... and actually improve your skills in the long run.
AND
It would be immensely helpful to the rest of us, and probably lead to more people stepping up to help. You know your code way better than the rest of us. Tell us what it does. At the very least, indicate where you handle the different player conditions of grabbing the vine, jumping, shooting, etc.
After a quick glance, my first question is:
What are the variables b, c, and d used for?
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Maybe the whole library of Atari 2600 should be redone using DPC+.

What would be your choice for the next project? For when this one gets done...

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Looking good, nice to actually see Mr. Hot Dog looking better.

Surprisingly, I think that might be an untouched version from the original game... displayed in full-resolution glory.
Just got more than 2 seconds to play and I really like the response of the controls.
The Sped of Chef is really great, I agree. The only thing that trips me up is the small sweet spot when you come off the ladder to a platform. But I'm sure that's on your todo list. 
Yes... definitely on the todo list to fix the movement issue.
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ChaoticGrill is an attempt to bring a new version of the arcade classic BurgerTime to the Atari 2600.
With a grill in the midst of chaos, you control Pete the chef to build burgers for eagerly awaiting customers. Sounds like an easy job, right? Well it would be if it weren't for some other pesky ingredients trying to interfere with your burger assembly line. It's chaos on the grill. But you can manage, right?
To play, navigate your chef around the kitchen and knock down pieces to build your burgers while avoiding the hot dogs, pickles and eggs. You can use the FIRE button to spray pepper on the enemies. Knock down all the pieces to complete a level and move on to the next one.
Controls:
JOYSTICK - Move player around
FIRE BUTTON - Spray pepper (also start game)
SELECT - Switch levelsRESET - Reset to title screen
RIGHT DIFFICULTY - Turn on/off musicCredits:
splendidnut - programming, sound
NostAlgae37 - graphics
Latest Version (as of August 18, 2019)
chaoticGrill-2019-08-18--NTSC.bin
chaoticGrill-2019-08-18--PAL60.bin
------ Original Message ----
SpoilerHere is my first demo of the BurgerTime remake I am creating. There's not much here, mainly just a graphics demo that lets you move the Chef around the level. But it's a start right?
I've opened up the source code for this project to the community. You can read a little bit about that on my blog:
Oh... if anybody wants to give input on the name... I'm torn between calling this project ChaosGriller or ChaoticGrill. But I am open to other suggestions.
I've attached the ROM below.
Hope you enjoy
chaoticGrill-2019-07-05--PAL60.bin chaoticGrill-2019-07-05--NTSC.bin
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Started a blog about it here:
http://atariage.com/forums/blog/614/entry-12174-burgertime-remake-the-start/
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Did you try change the channel and back again to allow the TV to retune? Or maybe try rerunning the channel search? That's the only thing I can think of. I have to do that when I first turn on the TV for playing Atari.
On another note, so far it seems older LCD TVs work better with handling the Atari. I've run my Atari on both a 40" Insignia LCD (purchased 2012) and a 19" Toshiba LCD (purchased sometime around 2008). So far the 19" Toshiba works better. I can't even play Halo 2600 on the 40". It displays all washed out with a loud buzzing for the audio.
The other game I've had issues with only the 40" is that Q-bert seems to like to display long white horizontal distortion lines when completing the level. Only seems to happen occasionally though.
I would also suggest you acquire an CRT... Especially if you have a 6-switch. There's an interesting 3D hue effect I've noticed that makes the games look fantastic.

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Burgertime is actually one of the 2600 projects I've been playing around with... (the other is my own original game). So far I've only changed the look of the finished burgers on the plate and sped up the chef's movements. Even with the chef moving faster, I'm still not that great at playing the game, but at least I can make it a few levels in now.

I've thought quite a bit about doing more work on it, especially after reading all of @iesposta ideas posted here, and in another post somewhere else in the forums on AtariAge.
it would take quite a bit of work to do anything beyond a few changes... especially to fix up the graphics. The big debate I'm having right now with the Burgertime project is whether to keep hacking away at the original or just start from scratch.
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7800 XM update
in Atari 7800
Posted · Edited by splendidnut
I agree with what @Lendorien said.
Rather than arguing about what has happened and who didn't do what... I wish people would focus their energy on supporting the people involved with this project or even potentially help with completing this project.
@tep392:
Thank you for stepping up and helping out with this project. Please continue to keep us updated as the project progresses... I wish you well.