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fultonbot

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Posts posted by fultonbot


  1. 9 hours ago, RevEng said:

    The interrupts (top screen, bottom screen, and user interrupt) should really be kept as simple as possible... I should underscore that in the manual. The problem with a bunch of complex code with 7800basic statements is they're likely to modify temp variables, which is problematic.

     

    Your gosub likely uses a temp variable here. I think psound might be ok for temps, so you might get away with that, if you avoid the gosub.

    That's what I expected.

    Thanks!

     

    -Steve

    • Like 1

  2. Quick question:  I want to get a constant playback rate for pokey music, but when I put my gosub to my play code in topscreenroutine , it appear doesn't work.  Is there an issue with psound in topscreenroutine, is there an issue with a gosub in topscreenroutine?, or did I imagine all this?

     

    Also, since I'm trying to make the playback independent of frame-rate (i.e no matter if I have drawscreen or doublebuffer 1,2,3, etc.) will this even work?  Is here a better way to make sure music plays back at a constant regardless of display frame rate?

     

     


  3. 1 hour ago, Muddyfunster said:

    Just to add to what @Shawn said A few homebrews support POKEY and the list of them grows daily. Danger Zone supports Pokey, as will EXO, a lot of other Devs are supporting Pokey for new titles and demo's of the new games pop up all the time.

     

    I think only Pacman XM supports the Yamaha + a few demos. (they are very good!)

     

    Right now Concerto doesn't support ROMs bigger than 144kb but can theoretically do 256kb+16kb RAM and 512kb without RAM so 99% or so of homebrews are covered.

     

    Dragonfly supports up to 1024kb ROMS with RAM and has a developer mode allowing roms to be pushed to the cart from PC on the fly for testing without needing to unplug it from the console or swap the SD card (which is really nice for a dev when testing incremental changes on real hardware!)

     

    As many people have said, they are both fantastic pieces of kit.

    Take my money!!!!!


  4. 1 hour ago, JeffVav said:

     

     

    Re: VCS and Code Mystics. Their press reported that it includes Atari Vault. Atari Vault was developed by Code Mystics. Sorry... I have nothing more interesting to share. 

    Was there ever any talk of getting Food Fight onto one the Atari Vault collections?  I'm still wondering why it has not shown up.  


  5. 2 hours ago, x=usr(1536) said:

     

    If, by that, the roof you are referring to is Atari SA's, please see the comment immediately preceding this one for why that is not a good idea.

    Lord No.  Someone who gives a flying f*ck would be nice.

    • Haha 2

  6. 14 hours ago, orange808 said:

    This isn't a reply to anyone particular, just a clarification.

     

    As a sidenote for readers, most of the valuable newer "Atari" arcade IP ended up back with Warner Bros, because the Atari arcade unit became an independent entity and eventually became part of Midway--and the IP eventually floated back to WB.  For instance, Atari doesn't own Marble Madness or Klax.

     

    https://en.wikipedia.org/wiki/Atari_Games

    Yeah, but all the more reason to get all the coin-op IP back under the same roof.


  7. 15 hours ago, Shaggy the Atarian said:

     

     

    One company that understands this the best, love or hate them, is Nintendo. They've made billions of dollars this year because they know what they are doing, and they're good at their craft. The reasons to buy a Nintendo Switch far outweigh the VCS, Amico, Polycade 2600 or any other retro-focused console, and there's a ton of retro console & arcade goodness to be found on it.

     

    Yep. Love them or loathe them, Nintendo owns this "family console" space hands down and they somehow manage to keep their IP Fresh.
    BTW, I don't agree that Atari only has a few IP they can leverage.  With some creativity and good production values, they could relaunch a good portion of what they own, but the games have to be good too.

    • Like 3

  8. 15 hours ago, jamm said:

    I don't long for the Atari of the past, but I do wish someone who actually cared about Atari's history and games in general would take ownership of the name.  The current owner is just further milking the name for what's left of its historic value and grinding it further into the ground. 

     

    Yes, this, exactly.

    • Like 1

  9. 1 hour ago, Mockduck said:

    I didn't know this, thanks. I am not surprised that they want to do a quick upsell to onboard everyone's account information and credit card/payment information, but I too am a bit surprised this isn't just free. I'd figured they were going to do some kind of easy 99-cent no-brainer to onboard payment processing, but I guess they picked $5 instead. Is it worth it? Maybe....for me, I am dumb about loving Avalanche, but it certainly won't get you a lot of the most popular stuff.

    Super Bug and Fire Truck are pretty good too.

    • Like 1

  10. Hmm.  Is the "VCS Delay" related to the token situation?
    Did they need the token to sell well so they could use the money to pay for the production?
    Are the "virtual collectibles" the next "hail mary" to keep the doors open? 

    • Like 5

  11. 2 minutes ago, RevEng said:

    Yeah, there's something unusual and exceptional happening here, and adding characterset statements shouldn't be required by other programs. Even in this case, it's enough to add one extra characterset command - one in every bank isn't required.

    Fixed in message.  Thanks for the help!!!!

     

    • Like 1

  12. 3 minutes ago, RevEng said:

    Ok, and it looks like your display loop for the titlescreen is also in bank 1, based on the other graphics imports I see in the log.

     

    I'm not sure what's going on... if you could PM me the source it would make it easier to troubleshoot.

    Yes, titlescreen loop is in bank1.
    OK, only if you have time or figure this will help find a bug in the compiler.
    I don't want to waste your time if you don't have it, as I can still build the game with BANKRAM right now.
    PMing code zip.


  13. 5 minutes ago, RevEng said:

    In which bank is the plotchar called to create that text?

     

    I'm a bit hard pressed to come up with a theory as to why 128kbankram would differ from 128kram, outside of you actually bank-switching ram, or emulation issues. Which emulator are the above results in?

    bank1
    A7800 is the emulator launched directly from Atari Dev Studio. 


  14. I'm seeing an issue that only appears when I change my code from using 128KBANKRAM to 128KRAM

     

    With 128KBANKRAM my plotchars look like this:

     

    regulattitlescreen.thumb.png.e5fca2a76565dcf328a586d316c2d91a.png



    But with 128KRAM they don't display

     

    titlescreen_bug.thumb.png.c04871392c30566f928d1769f9aa3eab.png

     

    Obviously there there are myriad reasons why this might be happening.

     

    The config for the game looks like this:

     

    set zoneheight 16
     displaymode 160A
     set plotvalueonscreen on
     set romsize 128kBANKRAM
     set dlmemory $4000 $7FFF
     
     BACKGRND=$00
     changecontrol 0 2buttonjoy
     characterset font
     alphachars '0123456789abcdefghijklmnopqrstuvwxyz>`?!/.,-_()[]&AB '

     

    This is defined outside of ROM bank1, 
    I was pretty sure these settings are independent of the ROM bank after they have been set in RAM, but maybe not?  

     

    The title screen code is inside ROM bank1.

     

    font.png loaded is loaded into ROM bank8

     

    moving font.png to bank1 doesn't appear to make a difference.

     

    When compiled, the only difference I can see from the output is some tine from free-ROM soace chagnes in several banks:

    working:
     

    stack allowance: 19 nested subroutines.
       the canary is situated at: $1c3
       7067 bytes of ROM space left in the main area of bank 1.
       2628 bytes of ROM space left in the main area of bank 2.
       15504 bytes of ROM space left in the main area of bank 5.
       16166 bytes of ROM space left in the main area of bank 6.
       hiscore assembly:  1670  bytes
       5035 bytes of ROM space left in the main area of bank 7.
       8029 bytes of ROM space left in the main area of bank 8.
         $4000 to $7fff used as zone memory, allowing 136 display objects per zone.
         1680 bytes left in the 7800basic reserved area.

     

    Not working:

     

    stack allowance: 19 nested subroutines.
       the canary is situated at: $1c3
       7091 bytes of ROM space left in the main area of bank 1.
       2682 bytes of ROM space left in the main area of bank 2.
       15504 bytes of ROM space left in the main area of bank 5.
       16166 bytes of ROM space left in the main area of bank 6.
       hiscore assembly:  1670  bytes
       5059 bytes of ROM space left in the main area of bank 7.
       8029 bytes of ROM space left in the main area of bank 8.
         $4000 to $7fff used as zone memory, allowing 136 display objects per zone.
         1686 bytes left in the 7800basic reserved area.

     

    That's all I can find.
    Any pointers in the right direction would be helpful.

    128kbankram_working.log

     

    128kram_notworking.log

     

     


  15. 33 minutes ago, bhall408 said:

    I was thinking that as I played... Smoother rotation would be nice...

    In the space field right now, debris removal is a big deal.

     

    Perhaps it is "Space Debris" and you are shooting at/de-orbiting old/decommissioned satellites, space stations, etc. before they have a chance to re-enter the atmosphere, land on some city, and cause GLOBAL CATASTROPHE!

     

    Maybe you have  a choice between shooting them (but then they need to be small enough to break up on re-entry) or grappler/tractor beam to suck them up/collect them.

     

    That gets your two button action ;-)

     

    But the easy/obvious one is for them to be asteroids.

     

    I like the space debris angle a lot.
    I thinking of limiting the angles at which the enemies arrive to make the first levels easier.
    With such basic game-play, there is a lot of room for graphics and sounds.  could be cool with some really pumping POKEY music.

    • Like 2

  16. 13 minutes ago, bhall408 said:

    I think this is a great POC, worthy of spending more time on (ie, title screen, music, asteroids)!

    Thanks, yeah, I have bunch of ideas for upgrades (shoot health, or right button beam to grab health) , maybe try to get 16 rotations instead of 8, etc.  Any feedback on ideas would be appreciated.  The jack-lanterns with probably be replaced.   Maybe I'll make it like Megamania where all sorts of weird stuff shows-up that you need to destroy.  


  17. Last version of this before I return to finish Number Crusher. Added small jack-o-lanterns that are created when you shoot large ones. Limited shots and enemies to control slow-down, optimized some (but not all) of the collision detection.

    https://raz0red.github.io/js7800/?cart=https://intotheverticalblank.com/downloads/laststand.bas.a78

     

    laststand3.thumb.png.84b8ec55690c6bf23edf55ddad4f1f4b.png

     

    laststand.bas.a78

    laststand.bas.bin

     

     

     

    • Like 4
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