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About Schlortt

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    Space Invader

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  1. I apologize if I am answering the wrong question with information you already know. As far as I know, MADS itself doesn’t reserve any addresses. The OS has some addresses reserved for code and other specific purposes. I think you want to look at a memory map like Ian Chadwick’s Mapping the Atari. https://www.atariarchives.org/mapping/ It will tell you what addresses are reserved by the OS as well as which are Write only or read only. For example $D000: writing to this address sets the p0 horizontal position and reading from it is a collision register. I am aware that book has some errors so others may suggest a better source for information. It also gives a good idea of what zero page addresses are available for you to use. If you are looking for a place where you can write to memory, page 6 is out there $600-$6ff. You also need a memory address for your program code itself. Does that help answer the question or did I misunderstand?
  2. Not Halloween themed but the final screen of Bruce Lee is the scariest looking thing I have seen on the Atari. Also, play Rescue on Fractalus for the first time.
  3. I have two, check your PM.
  4. Peter, Sometimes, I think I am too stupid to use Eclipse. For some reason, my install had no option to install/update software. I installed the latest Eclipse and, for the first time ever, my workspace migrated perfectly. I just tried your updates. The "Skip All Breakpoints" works perfectly. It will benefit me greatly. I know I mentioned one use case but the other common use case for me is that I will try to track down a problem and I put several breakpoints into the code. Then I run with breakpoints on and I might find what I think is the problem and make a code change. Before, I had to disable all my breakpoints if I wanted to try for a clean run. If my change didn't work, I would have to go put the breakpoints back. I hope others find this as useful as I do. Thanks again! Rob
  5. That tool uses the .apl extension. You want to “save” or “save as” so you can retrieve the sprite later. To create the data to use in your program, choose “list” and it will save a text file that you can open and extract the data you need. Use notepad or your text editor of choice. Keep two separate files: the .apl and the .lis. The tool does not provide a way to load from the .lis file.
  6. Thanks for sharing! I had that exact TV that I used with my 800. I think it was an RCA 13" which was color and a huge step up from the previous black and white television I had. It was a huge cost at the time because a 13" black and white TV could be purchased for less than $90 while color was over $200. I am talking base model prices without a remote and not cable ready, I don't even remember what the cost of a Trinitron was back then.
  7. Even the original NES version had some flickering. One example is if you don't use the warp in World 1-1. Toward the end of the level, if Mario is on the ground, you have Mario and 4 Goombas on the same horizontal line. Mario and the 1st and 3rd Goombas are solid. The 2nd Goomba flickers slightly while the fourth Goomba is very transparent due to flickering. Watch here: https://youtu.be/1qcTwuKozs8?t=77 Obviously, 5 objects that are each composed of two players on the same horizontal line is a nightmare for PM graphics if you are striving for a flicker free game. If someone is considering using character graphics, one thing in the original that bodes well for the A8 is that Goombas share the same colors as the background Black, white? and (orange above ground and blue when underground) so you would have enough colors for the Goombas. Also, when you are underground, I don't think you have anything that you need to mask since the background underground is black. Above ground, there are a lot of shrubs, etc that would create a lot of overhead and tons more work.
  8. Zone Ranger is one example that uses XOR but to perfectly mask, especially on a character that stays in focus like this, you would want to pre-render or use an AND and then an OR. The explanation that resonated most for me was in the "Image Masks" section of this article: https://en.wikipedia.org/wiki/Mask_(computing) I know Popmilo has done a lot of work in this area. See this thread as well which discusses performance and other concerns: http://atariage.com/forums/topic/242523-software-sprites-too-much-complicated-on-atari-8-bit/?view=findpost&p=4082808&hl=%2Bsoft+%2Bsprites
  9. If I heard the right song based on the timestamp you provided, I think this is the same tune from the C64 version. I can't find any details about the name of the song, though:
  10. I hadn't seen Vroom before. When I watch videos of it, it is very interesting to me that most of the motion seems to be in the road and not on the road side. I realize that is somewhat of an illusion as there is shading an the perspective keeps changing, but solid colors sides and road could work. I found this interesting on the old style racers: http://www.extentofthejam.com/pseudo/ And then someone implemented the ideas in Javascript: https://codeincomplete.com/posts/javascript-racer/ When I look at the source for the Javascript and how many things are easily rendered and calculated with built in polygons or trig functions, it makes me appreciate the work of the 8 bit developers even more.
  11. James Hague later wrote the book Halcyon Days which is interviews with classic game programmers and Atari 8 bit is well represented. Its free to read at his site Dadgum.com.
  12. I had a wico red ball. It was good and reliable but I never understood why they put a button on top of the ball when no arcade game that I knew of had a button on the ball. One interesting stick that I had was the Amiga Power Stick. It was way too small and very sensitive. One interesting thing was that if you pushed the stick into the base, it would signal all directions simultaneously. The best use of this on the Atari 8 bit was with "Beyond Castle Wolfenstein" because it would immediately take you outside the castle (which meant you survived even if you didn't complete your mission.)
  13. Mr. Do and Mountain King. I remember liking the music in Tail of Beta Lyrae. I enjoy the title screen music in Spider so much that I spent much more time on the title screen than I ever did playing the game. I assume the last option in your poll was offered in jest but it would have applied to Spider for me if the music had been in game.
  14. I had to look at this a few times because I am so used to MADS. With MADS, this: stx rejx ... rejx equ *+1 ldx #$ff ... rti would look like this in MADS: stx rejx ... rejx ldx #$ff ... rti If we think about what "rejx" is, it is an address. For the purposes of this exercise, let's say that rejx is at address $3550 If you look in memory at $3550, you will see: $3550 $A2 $FF $A2 is the HEX ASM command for Load Absolute value into X. $FF is the value that will be loaded. So... if we LDX #$01 STX rejx+1 We just stored a #$01 in $3551 it is now: $3550 $A2 $01 which means LDX #1
  15. That high score screen looks fantastic. It seems like something that could be made into a standard "utility" type component that could be used by a lot of games. The reason that I think this would be a great candidate for a "universal module" like this is: 1. It doesn't have to be completely optimized and customized compared to functions used during game play where you have to squeeze out every cycle to get desired frame rates. 2. Maybe I am only speaking for myself, but it does things that I don't enjoy programming like list sorting, player initial entry, save to disk. 3. If multiple games moved to the same format of saving high score tables, I would guess that over time, people would think of ways to work with that data. I know that yours is specific to "SKI-IT" so the utility would need to allow for configuration of values (title, scores instead of times, etc.) Also note that I am not suggesting that you build this, it was just a thought I had after seeing your brilliant work. Also, I am assuming a pre-coded high score utility like this doesn't already exist but if it does, I look forward to hearing about it.
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