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TheHoboInYourRoom

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About TheHoboInYourRoom

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    Moonsweeper
  • Birthday 06/23/1990

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    Whackadoo thingamajig
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    Illinois

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  1. This update looks pretty good overall. Thank you for pushing through HTTPS support! I have a small request: I've never liked this style of relative timestamps. Is it possible to have absolute timestamps again, perhaps as an option?
  2. I played on a Stunt Cycle cabinet today! After getting a feel for the controls, I got my score up to 17 buses. What a neat game.

    1. Show previous comments  1 more
    2. TheHoboInYourRoom

      TheHoboInYourRoom

      It's in the arcade museum next to the Palms Grill Cafe in Atlanta, Illinois.

    3. GoldLeader

      GoldLeader

      The old black + white one?  We had a store up the hill about 3 blocks away, when I was a kid that had that game...Also the store I where bought my Atari 2600!  (The store was called Grand Central )...

    4. TheHoboInYourRoom

      TheHoboInYourRoom

      Yup, big black and white monitor!

  3. Just realized that I haven't played Chopper Command ever since I maxed the score. I should give it some love again.

    1. Flojomojo

      Flojomojo

      Sounds like you gave it the beating of its life, the opposite of love! :-D

  4. It's a good feeling when payday comes.

    1. Show previous comments  2 more
    2. GoldLeader

      GoldLeader

      My 2 favorite things about jobs are Money and Days Off.

    3. guitarmas
    4. ls650

      ls650

      That feeling never lasts long, though.

  5. Indeed not. Oh, a good thing to know for the future is that the TIA's registers latch the values written to them, so they won't change until you write different values. So, your example programs could write their values once and then fall into infinite loops.
  6. The limit can be different from set to set as well, so there's no guarantee that your program could draw a stable picture on any given TV.
  7. Yup, without vertical sync the TV will keep scanning down until it reaches its "natural" limit and starts over. Whatever you draw with the Atari will show up at some slower-than-usual frame rate, assuming the TV shows it at all. Some more modern TVs will suppress any signal that doesn't have VSYNC.
  8. I adapted a self-modifying 48-pixel routine from JAC!'s Silly Venture 2017 Invitro for a little personal project, and for some reason the address of one of the immediate operands in the routine, 4thColumn, is being treated as an absolute address instead of zero-page, even when zero-page addressing is specified with the .z suffix applied to a STA. Could someone help me figure out why DASM is running into this issue? I'm running version 2.20.11 on Windows. Here is the listing for my RAM declarations so far: 10 U0000 ???? seg.u RAM 11 U0080 org $80 12 U0080 13 U0080 00 00 00 00*ramDraw ds 52 ;buffer for self-modifying code 14 U0080 00 81 loadIndex equ ramDraw + 1 ;immediate operand, init'ed before draw 15 U0080 00 8f colorTable equ ramDraw + 15 ;bottom of sliding color window, init'ed during vblank 16 U0080 00 a6 4thColumn equ ramDraw + 38 ;immediate operand, set in media res 17 U00b4 00 temp ds 1 18 U00b5 00 00 bgPtr ds 2 19 U00b7 00 gfxHeight ds 1 Here are all the store instructions that I will use in relation to the self-modifying kernel (to be clear, I wish to avoid needing to use the .z suffix). I see that DASM isn't initializing the 4thColumn address. 124 f8ab 85 81 sta loadIndex 125 f8ad 85 8f sta colorTable 126 f8af 85 90 sta colorTable+1 C:\Users\galen\Desktop\vcsdev\big_mood.asm (127): error: Syntax Error '4thColumn'. 127 f8b1 8d 00 00 sta 4thColumn C:\Users\galen\Desktop\vcsdev\big_mood.asm (128): error: Syntax Error '4thColumn'. 128 f8b4 8d 00 00 sta.z 4thColumn And here is the issue exhibited in context: 99 f876 ramDrawTemplate 100 f876 a0 00 ldy #00 ;02 , 63:189 (loadIndex @ +1) 101 f878 b9 00 00 lda gfx0,y ;04 , 67 102 f87b 85 1b sta GRP0 ;03 , 70 103 f87d 85 02 sta WSYNC ;!0 104 f87f b9 00 00 lda gfx1,y ;04 , 04 105 f882 85 1c sta GRP1 ;03 , 07 106 f884 b9 00 00 lda clrTab,y ;04 , 11:033 (colorTable @ +15) 107 f887 8d 08 01 sta $100+COLUPF ;04 , 15 108 f88a b9 00 00 lda gfx2,y ;04 , 19 109 f88d 85 1b sta GRP0 ;03 , 22 110 f88f b9 00 00 lda gfx3,y ;04 , 26 C:\Users\galen\Desktop\vcsdev\big_mood.asm (111): error: Syntax Error '4thColumn'. 111 f892 8d 00 00 sta.z 4thColumn ;03 , 29 112 f895 be 00 00 ldx gfx4,y ;04 , 33 113 f898 b9 00 00 lda gfx5,y ;04 , 37 114 f89b a8 tay ;02 , 39 115 f89c a9 00 lda #00 ;02 , 41:123 (4thColumn @ +38) 116 f89e 85 1c sta GRP1 ;03 , 44 117 f8a0 86 1b stx GRP0 ;03 , 47 118 f8a2 84 1c sty GRP1 ;03 , 50 119 f8a4 84 1b sty GRP0 ;03 , 53 120 f8a6 c6 81 dec loadIndex ;05 , 58 121 f8a8 d0 cc bne ramDrawTemplate ;*2 , 60/61 122 f8aa 60 rts ;06 , 66:198 - 52 bytes The graphics and color addresses are uninitialized because I haven't written those tables yet. I just need to get past this stumbling block in the immediate operand.
  9. I had an opportunity to play the arcade version a couple months ago and had a blast. I have high hopes for this version!
  10. I myself am used to the behavior of Game Boy Tetris, which rotates S and Z pieces such that they appear as they do in the third and fourth columns of the chart you posted. I pieces are rotated about the second block from the left (in horizontal orientation). I'm not particularly fussed about the nuances of I pieces, but I have basically no experience with any Tetris where pieces translate as they rotate.
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