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splendidnut

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Posts posted by splendidnut


  1. I'm currently playing around with 3E+ bankswitching with a project that uses 16K ROM and a single RAM bank (512 bytes).  I have a regular Harmony cart and the project doesn't run on it.  But it runs on the UnoCart, so I don't think anything is wrong with my project.

     

    Does the Harmony cart support 3E+ bankswitching?     (It would be nice if it did.  )

     

    If not, it's not a big deal for me. I'll just switch my project to a different bankswitching scheme (probably to DPC+).

     

     


  2. 24 minutes ago, Bomberman94 said:

    MANY thanks for a PAL60 version and the update! Must I change the extension „.e7“ or does it work with my Harmony cartridge as is?

     

    Should work as is.  I used the ".e7" extension specifically for Harmony use.  It is used to avoid issues with the cart-type auto detection failing to detect the bank-switching this uses.

     

    Enjoy!

    • Like 2

  3. PAL version?  Sure.  I took a guess at the colors being I have no access to a PAL TV.

     

    Might as well provide an update.  I've added jumping.  It works relatively well, but ultimately gives the player a bit too much freedom to move thru the level.

     

    Currently only Stage 1 is enabled.  I have most of the data necessary for the other stages, but need to handle sprite clipping (ducking into pits) and making the water a hazard.

     

    Enjoy.

     

    NTSC Version:

    congo_poc_NTSC_20210220.e7

     

    PAL60 Version

    congo_poc_PAL60_20210220.e7

    • Like 6

  4. The 'unlocked' version does clean up the rockiness a bit... quite a bit actually.  There's still a little bit, at the faster speeds, due to the rolling effect of the ChronoColor(TM).


  5. Instead of your current Scanline counter, have two counters:  one for counting the playfield rows, and the other for counting scanlines within the playfield rows.

     

    Then change the end of your loop code (starting with LDX Scanline...) to something like:

    
    dec lineCnt                 ;5  [58]
    bpl VisibleScreen           ;3  [60/61]
    
    lda #3                      ;2  [62]
    sta lineCnt                 ;3  [65]
    
    dec pfLineCnt               ;5  [70]
    bpl VisibleScreenAfterWSYNC ;3  [73]

     

    The only thing I didn't add was the "lda DataPF0,x".... if you can find some way to squeeze that in (get rid of the unnecessary? TAY and the need for INX near the beginning of the loop), that might work :)

    • Like 1
    • Thanks 1

  6. On 2/7/2021 at 12:28 PM, bcombee said:

    If I were making a TIA replacement with FPGA, I'd want it to still feel like the TIA... here's some ideas:

     

    1. automatic playfield mode - you could preload left/right playfield bitmaps and colors for each scanline, perhaps using per-pixel color and a higher resolution.  The FPGTIA would automatically replay the playfield on playfield on later screen refreshes, freeing up the 6502 to focus on the players and balls.  I could see this using a page flipping mechanism too so you could load one playfield while not disturbing the display of the current one.
    2. player positioning via X register write - instead of having to time in a scanline when to write to HMOVE, you could just directly modify the position register
    3. expand to full 256 colors that GITA supports by adding 1 more bit of luminance

    Once those ideas are implemented, you've basically ended up with an ANTIC/GTIA combo.  :)

    • Like 3

  7. Potentially.  I was going to go off on a crazy rant about throwing in the towel on the project, and then put the icing on the joke cake by posting my latest updates on the POC.  But I held back... maybe tomorrow.

    • Like 1

  8. 1 hour ago, 7800Knight said:

    I'm not exactly a techie here.  But I do want to know something.

     

    The Atari 2600 could NOT pull off a three-quarter isometric view and Congo Bongo firmly proved that.  Given the limitations of the hardware, how can one work with that?

     

    Uh, I think I proved that it is possible... but maybe that's just my opinion?  :)

    • Like 3

  9. Hmmm, mushrooms that look like mushrooms, and a screen border?  Sounds like you are looking for the Atari 7800 version of Centipede.  Or if you don't care about the border, the 5200 version.

     

    It would be a somewhat difficult task to do better looking mushrooms on the Atari 2600.  The current version uses playfield pixels (4px wide) for them... which would have to be converted to sprites to gain resolution.  And then you'd have too many sprites on a line.  Lots of flicker

     

    It could potentially be done using a 32-char text kernel... but it would still be flickery, and would it really be worth the effort?  You're really talking about a rewrite from scratch as opposed to a simple hack.  It might be a fun project for someone to do.

     

    Activision games looked great because they really focused on what creative things they could do within the hardware constraints.  They really designed the games for the hardware.

    • Like 4

  10. For Champ Games, the game logic programmed in C code running on the ARM chip.  That runs during VBlank/Overscan while the 6507 runs NOPs (or some form of idle loop).  During the display kernel, the 6507 is then used to run the display code which is fed to it via the ARM chip.  That allows LDA #immediate instructions to be used in place of the longer load instructions, thus allowing more TIA registers to be changed per scanline than usual.

     

    Currently, I believe there is no way to harness that power via bBasic.  You'd have to program in 6507 assembly (for the display kernel) and C and use the ARM compiler/toolset.  Ask Spiceware about it, or check out:

     

     

    OR, you can just program in 6507 assembly and use the DPC+ as an advance bankswitching scheme like I did for ChaoticGrill.

    • Like 1
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