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Unsurreal

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Everything posted by Unsurreal

  1. I don't expect making games to run on real jaguar YET So I think I can deal with this little bugs.. Just for fun
  2. You're asking that cuz I'm brazilian right? I like some songs but I don't consider myself as a fan... Roots and Arise are very good \m/ PS: Still waiting the source codes and assemblers cheers
  3. If you can, please send me some simple source codes, and links to 68K assemblers... [email protected] I already program to a few systems, but all are simple (Atari 2600, Master System, MSX, a little of Genesis (known as Mega Drive over here)... So I guess it wouldn't be sooo hard for me to learn the Jaguar since I've already got the Official and the Undergrounds docs... I just have to know how to MAKE IT HAPPEN.... know what I mean? Well, thanks anyway... cheers
  4. Thank you both... I have no BJL... I was almost buying a new chip... When I tried to clean the connections again (I tried before)... Until now, its working fine... Anyway, Its very good to know there's no ID code in the EEPROM... BTW, Symmetry, do you know how (and have the tools) to develop stuff for jaguar?
  5. I've just bought a Tempest 2000 cartrigde... I've noticed that the E2PROM is not keeping the records anymore... well, sometimes it keeps, sometimes it does not, kinda very unstable... I'd like to know if I can simply change the EEPROM chip to solve this... I'm afraid it has some kind of 'identify' code in it... If so I would be really screwed... Can someone help me on this? It's really disapointing to have all my records erased after so much dedication
  6. This post is only for those who understand portuguese. Esse post é pra quem está interessado em alguma documentação sobre o Atari em português. http://www.atarijournal.cjb.net É um journal de programação que escrevo desde o primeiro dia em que tive contato com a programação no Atari. Atualmente estou desenvolvendo um tutorial. 8 bits forever!!!!!
  7. Can you post some simple source code using that? I just can't figure out the explanation....
  8. Well, thanks anyway, but I discovered some other way to make it happen. The problem was that at every frame I was saying to put the sprite in the same place by setting the RESP0, so it seemed that the moving routine was the problem. I created a variable to make sure that I would locate the sprite in the place I want it to start just one time. I set it with 1 before the MainLoop (frame loop). And then this is what I made, after the scanline loop: ; Check if I need to locate the Sprite at the center of the screen ldy #82 ;this is the number of cycles I had to "waste" lda rhpos ;load the variable responsable for the checking beq hpos ;if it's 0 skip the code below and go to hpos lda #0 ;A=0 sta rhpos ;rhpos=0, so it will never happen again timeforhpos ;delay for right positioning dey bne timeforhpos sta RESP0 ;and call the sprite right here hpos ;label that the code goes when rhpos is 0 Thanks again.
  9. Hi... I'm having difficulties on moving a sprite which was horizontally located by the RESP0 comand, it just doesn't move. Can somebody help me on this?
  10. Tanx a lot. See if is that what you meant: lda #%10000000 bit CXP1FB beq nobnp lda move ;read from move variable, that has the same initial· ;value of HMP1, in this case: 00010000· eor #%11100000 ;Execute eor and the result go to A· sta move ;write the A in move variable· sta HMP1 ;write the A in HMP1· nobnp sta CXCLR (here the code continues...) Well, anyway, it seems that it worked very well. As I said I'm new to this and even after your advice I still getting problems with "#" before the datas/adresses, but I think now I've finally learned.
  11. Somebody, please help me!!! I'm still getting used to Atari programming, actually, I have been learning asm for about one week, and I started a little simple project already. It's just a game based on classics like Pong and Arkanoid. But I am having headaches with the boucing thing. Here's a piece from my code that should do it: (it's positioned rigth below the end of Vblank routine) lda #%10000000 bit CXP1FB beq nobnp sta CXCLR lda HMP1 eor #%11100000 sta HMP1 nobnp (here goes the rest of the code....) I'm pretty sure that most of you understood what I meant there. The HMP1 data is changing from the one that moves right and left each time the collision happens. But there's a terrible bug somewhere, that makes the ball bounce normally at one side (the left side, because of it's first movement is toward left), and then it gets madly fast going to the right and don't bonce anymore, just "flying" around the screen... I hope someone can help me before I get crazy.
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