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Everything posted by fultonbot
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Atari 7800 Homebrew: Into The Void / Number Crusher
fultonbot replied to fultonbot's topic in Atari 7800 Programming
I noticed the video of that when I posted this. Sorry to disappoint. I might have to change the name. -
Atari 7800 Homebrew: Into The Void / Number Crusher
fultonbot replied to fultonbot's topic in Atari 7800 Programming
Oh, good point. I didn't see paddle support in 7800 Basic, but I think I saw the driving controllers. -
Atari 7800 Homebrew: Into The Void / Number Crusher
fultonbot replied to fultonbot's topic in Atari 7800 Programming
Working on another game right now to bruh-up my skills to finish Into The Void. This is Number Muncher, inspired by the Number Cruncher variation of Street Racer: -
This all was wildly helpful. A couple more questions if I dare: 1. Is it common pattern to put graphics used often in bank 8 of 128KRAM game? 2. I plan to have one tight engine for main levels and one for boss fights, both reply on data stored in ROM which would mostly likely be in additional banks that store only data. Is it possible to load data into an array structure in RAM from different bank than the one you are currently using? 3. Do things like dim, font, alphachars, and palette settings need to be defined in a specific bank. It feels like these are mostly directives and peek/pokes/registers settings, but I could be wrong. Thanks, Steve
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Does anyone have a template or sample of how to properly use bank switching in 128KRAM game (or 128KBANKRAM). I'm not looking for anything fancy, just maybe sample to answer these questions: 1. Which bank is always resident? (the last one? is that bank 8 in 128K?) 2. How many times have a define a bank? If once, do I put all the incgraphic commands inside the bank definition? 3. Is there pattern that puts utility code in single bank to call across banks? 4 Is it common to have to replicate code in multiple banks (or include font multiple times) Thanks in advance to all the great people here.
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Artworxx Strip Poker data disks come to mind...
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Atari 7800 Homebrew: Into The Void / Number Crusher
fultonbot replied to fultonbot's topic in Atari 7800 Programming
I just added: set romsize 128kRAM set dlmemory $4000 $67ff To Into The Void v.07. It looks like it works and I don't get corruption when the player shoots near the scrolling walls. That code also claims 84 objects per zone. I plan to use them wisely. Hopefully I'll have new rev by next week with more features. -
Atari 7800 Homebrew: Into The Void / Number Crusher
fultonbot replied to fultonbot's topic in Atari 7800 Programming
Cool. Do you know how much those cost? -
Atari 7800 Homebrew: Into The Void / Number Crusher
fultonbot replied to fultonbot's topic in Atari 7800 Programming
Using 128K+16K Atari 7800 Basic reports the ability to get 84 sprites per zone. It only appears to get near that number with doublebuffering turned on. Curiously, creating a background with save/restore still limits me to 13 sprites per zone. Do you know of anyone who has made a cart using 128K ROM and 16K RAM? My ultimate goal is build a cart for myself and one for my brother, and I want that to be achievable. -
Atari 7800 Homebrew: Into The Void / Number Crusher
fultonbot replied to fultonbot's topic in Atari 7800 Programming
I only saw 0.7 online. do you know where the "official" repo is? [edit] Scratch that. I found it in the forums -
Atari 7800 Homebrew: Into The Void / Number Crusher
fultonbot replied to fultonbot's topic in Atari 7800 Programming
Is "onehundredandone" new? I don't see it in the samples. -
Atari 7800 Homebrew: Into The Void / Number Crusher
fultonbot replied to fultonbot's topic in Atari 7800 Programming
Oh, great. I'll take a look and see if I can get it to work with my demo app and see how many sprites I can push! -
Atari 7800 Homebrew: Into The Void / Number Crusher
fultonbot replied to fultonbot's topic in Atari 7800 Programming
Weird! Thanks for the head's up. I'll see if there is a way to force it to black. -
I guess it's just haunt ebay for cuttle cart 2!
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Just bouncing this to the top to see if anyone has any news? I'm desperate to nay kind of SD cart for the 7800 so I can test homebrew creations on real hardware.
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Atari 7800 Homebrew: Into The Void / Number Crusher
fultonbot replied to fultonbot's topic in Atari 7800 Programming
Oh cool, thanks! If you know anyone who wants to get rid of a Cuttle Cart 2, I'm interested. -
Atari 7800 Homebrew: Into The Void / Number Crusher
fultonbot replied to fultonbot's topic in Atari 7800 Programming
I might do some very basic how-tos before I'm done. I need to make sure I understand more though. -
Atari 7800 Homebrew: Into The Void / Number Crusher
fultonbot replied to fultonbot's topic in Atari 7800 Programming
I think I will try that next. Just add it as a new option on the next set if demos for 2.0. 16K of on-cart RAM is addressable like the normal 4K RAM but it comes the cart? I take it he 256K ROM is used for code and GFX? How much does a cart like that cost to produce over a 48K cart using the standard 4K RAM on-board the 7800? [Edit] Okay, I tried "set extradlmemory on" and I was able to get one extra sprite per zone. I suppose then by using "set dlmemory" I can address much more RAM and get even more object per zone. -Steve -
Atari 7800 Homebrew: Into The Void / Number Crusher
fultonbot replied to fultonbot's topic in Atari 7800 Programming
As I have been trying to figure out what is the best graphics mode and zone settings to use for this game, I create a couple software tools to push the 7800 to its' limit. After loading the tools, the [Fire] button will cycle through the various tests, while the [Joystick] (right, down) will add sprites and (left, up) will subtract sprites. The readout at the bottom shows: x (sprite per zone), y (number of zones), dropped frames, background on/off, animation on/off, doublebuffering on/off. If you go too far, the system will glitch-out and you have have to restart. I've only used this with Atari Dev Studio/Atari 7800 Basic/A7800 so far. My hope is to acquire a flashcart so I can test on real hardware. Code, sample images and executables attached. I hope this is useful for people. (By the way, @RevEng helped me figure out the dropped frames counter for this) I made video describing the process and the tool here: test1_zonesandsprites.zip -
Atari 7800 Homebrew: Into The Void / Number Crusher
fultonbot replied to fultonbot's topic in Atari 7800 Programming
There's probably not enough there yet to really put through the paces, but I added it on the first post. I really need an SD Cart for the 7800... -
Atari 7800 Homebrew: Into The Void / Number Crusher
fultonbot replied to fultonbot's topic in Atari 7800 Programming
Plug-in for VS Studio. It works nicely. -
Atari 7800 Homebrew: Into The Void / Number Crusher
fultonbot replied to fultonbot's topic in Atari 7800 Programming
I probably will use both buttons, but I want the second one to be for "special" things. -
Atari 7800 Homebrew: Into The Void / Number Crusher
fultonbot replied to fultonbot's topic in Atari 7800 Programming
If you think the Ace Frehley or Black Sabbath citations are going to slow me down, you are dead wrong! -
Atari 7800 Homebrew: Into The Void / Number Crusher
fultonbot replied to fultonbot's topic in Atari 7800 Programming
By the way the game is 160A with 16 pixels zones using 160A 4-color sprites and doublebuffering (I'm going to create a video to show why I came to that conclusion.) I's being built with Atari Dev Studio Right now TIA sounds, but I'm not against Pokey. AtariVox support (alpha included planned) High Score Cartridge support (planned) Oh, and I started this thread to force myself to finish the game in 2020. -
test1_zonesandsprites.zipI've been watching this forum for while now and decided to start a development thread for my Atari 7800 homebrew game "Into The Void". The current build is here: https://raz0red.github.io/js7800/?cart=https://intotheverticalblank.com/downloads/itvb5.bas.a78 Some screenshots attached. These are only test images. The game will most likely transform greatly as I continue. itvb5.bas.a78
