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Luigi301

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Everything posted by Luigi301

  1. It's an M-Network game, a port of the Intellivision game from 1982. That looks like a custom cartridge shell. The original cartridge is black and oddly-shaped with an angled label. The game's both fun and pretty common, you can find them for $5 on eBay.
  2. Okay, cool. I've read that it's hard to install in the XEGS due to needing to desolder the ROM and MMU though. I've got soldering experience but I've never tried desoldering a surface-mounted chip before...
  3. How difficult is it to upgrade the memory in an XEGS? I've ordered a SIDE2 cartridge but I understand that you need more than 64K to get everything out of it. I'm mostly interested in homebrew and programming rather than commercial games.
  4. I'm putting together a kitted out ROM 03 Apple IIGS with 4MB of RAM. I've been trying to dig up a CFFA card to no avail. If anyone's got one they're willing to part with, shoot me a message
  5. I just picked up an XEGS for cheap, but it didn't come with a disk drive so I can't use any of the software I have laying around. eBay is surprisingly short on Atari 8-bit peripherals, but I figured someone might have something laying around that they'd be willing to part with.
  6. Well, there was an attachment. I don't know where it went. getout-game.txt
  7. I'm trying to convert my program's one-line kernel into a two-line kernel. It works perfectly with the one-line kernel, but I can't get it to work with a two-line kernel. The problem is, something's broken somewhere and I can't figure out what. In theory, each time a sprite is drawn on the line, its position (SpriteYPosition) is shifted down one line so it can be drawn on the next line. At the beginning of the next frame, it's shifted back up the number of scanlines it was shifted down. In this converted kernel, it goes up with no joystick movement no matter what I set the sprite's height to in the repositioning code. Worse, no matter if I press up or down, it speeds up going up. This is probably related to my hacky collision detection code. Can someone help me get my sprites to stop moving on their own?
  8. Okay, found another bug, this one's score-related. I'm trying to use the score to check some game variables, but setting the score is acting very oddly. I can do score = 6 and the score comes up as 6. But if I do value = 6 score = value then the score comes up as 70.
  9. Times like these I wish I knew 6502 assembly. One more question so I know if I even need to divide by 3. How big in Atari pixels is one pfpixel?
  10. I'm trying to divide by 3, actually, if that's possible within a reasonable number of cycles.
  11. Oh, whoops. I defined temp0 and now it compiles!
  12. Having a variable increase by 1 each time the screen is drawn gives you a counter that ticks once per frame.
  13. Okay, I did the include and div8 doesn't appear now. It still spits out Output from the compiler: DASM V2.20.10, Macro Assembler (C)1988-2004 bytes of ROM space left 2056 bytes of ROM space left 2056 bytes of ROM space left --- Unresolved Symbol List debugscore 0000 ???? (R ) vblank_bB_code 0000 ???? (R ) overscan_time 0000 ???? (R ) vblank_time 0000 ???? (R ) ROM2k 0000 ???? (R ) NO_ILLEGAL_OPCODES 0000 ???? (R ) temp0 0000 ???? (R ) debugcycles 0000 ???? (R ) mincycles 0000 ???? (R ) multisprite 0000 ???? (R ) bankswitch 0000 ???? (R ) --- 11 Unresolved Symbols Fatal assembly error: Source is not resolvable. though.
  14. Well, I downloaded the latest beta, and here's what DASM spits out when I try to compile my program: Output from the compiler: DASM V2.20.10, Macro Assembler (C)1988-2004 bytes of ROM space left 2089 bytes of ROM space left 2089 bytes of ROM space left --- Unresolved Symbol List debugscore 0000 ???? (R ) vblank_bB_code 0000 ???? (R ) overscan_time 0000 ???? (R ) vblank_time 0000 ???? (R ) ROM2k 0000 ???? (R ) NO_ILLEGAL_OPCODES 0000 ???? (R ) temp0 0000 ???? (R ) div8 0000 ???? (R ) debugcycles 0000 ???? (R ) mincycles 0000 ???? (R ) multisprite 0000 ???? (R ) bankswitch 0000 ???? (R ) --- 12 Unresolved Symbols Did I miss something? :/
  15. the // division seems to freeze the compiler. I've added div_mul and div_mul16 to the includes file and it's simply refusing to compile if I don't rem out b = brickx // 2
  16. I don't think I'll be buying Western Digital again any time soon.
  17. You, sir, win. Bankswitching, cycle counting, and expression computation! I might just be able to program my random level generator for Paddle Battle (if I can find a copy of the source)!
  18. Thanks to Western Digital's wonderful hard drives, I've lost the latest revision of the source for Paddle Battle (as it's currently called).
  19. I pulled out my trusty 520ST for the first time in a while to try out the floppy thing discussed in the "ST and Floppies" thread. It did the usual black garbage on screen, so I reseated the chips. It didn't work so well this time. Now I get just a blank gray screen when it turns on. I've tried reseating the chips again, nothing happens. I've got a 520ST with the 6-chip version of TOS 1.00(?).
  20. If only they were Nintendo. Someone sent in a 1990 Nintendo order form trying to buy an NES Advantage controller from Nintendo... in 2004. Where most companies would not bother replying, Nintendo found some in a warehouse and shipped one right off to them. And, you just gotta love Atari making such weird things in the early '80s. A freaking telescope in the catalog! A star chart! And... Swordquest (barf).
  21. I've got a 520ST and an external disk drive. I have no games for it. Is there any way to write ST disks with my PC's floppy drive?
  22. Okay, I got row logic to work, and it only cost me 100-150 bytes. Inefficient, but it'd only run once per hit, so any rolling wouldn't show up for more than one frame.
  23. pfread is backwards. My pixel is on and pfread doesn't do anything. !pfread performs the proper action.
  24. I looked up the rarity values of all the games. Quickstep - 5 Bermuda Triangle - 4 Trick Shot - 3 Sssnake - 4 Lost Luggage - 4 Cosmic Creeps - 4 Coconuts - 4 Racquetball - 4 Space Chase - ? Mountain King - 4 Space Chase is listed twice, and as ? for each one...
  25. I don't think cycles would matter when I'm drawing the initial playfield, since it's only being called once.
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