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Posts posted by TheHoboInYourRoom
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My apologies if this question has already been answered (this is a very long thread, and my search terms have not clarified things much):
I recently received an AVGCART and have gotten it preliminarily set up. Besides emulating game cartridges, my other big reason to use AVGCART is to dive into using SpartaDOS X. I noticed on tmp's YouTube channel a video showing off Action! being run as a stacked cartridge on top of SDX (https://www.youtube.com/watch?v=6vc6JYne79o). Perhaps I have simply not read the manual closely enough, but is the ability to use stacked cartridge images currently in the production firmware?
In any case, I give hearty thanks for such a well-made device!
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I recently bought an NTSC Atari 65XE and have been having fun with BASIC and a copy of Video Easel. I plan to expand the computer with a FujiNet and one of the SD-based multicarts, but in the meantime I'd like to have ready access to a few good little games.
In particular, I'm looking for:
-Star Raiders
-Pac-Man
-Asteroids
I live in the USA and can pay by PayPal. Thank you in advance for any offers!
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I'm wanting to make a custom pair of Atari paddles, and I'm confused by a detail of the controller schematics (excerpt posted below). The pots in the paddle circuits are drawn with small arrows next to the wipers, circled in red. The arrows point in the direction of lower resistance, but I don't know what meaning they're supposed to convey. Does lower resistance correspond to clockwise or counterclockwise rotation?
EDIT: Ah, I didn't look hard enough. A search for "clockwise" in this forum suggests that clockwise rotation lowers the resistance.
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I've never heard of any precautions to follow with the TIA voices. The only thing that would happen from setting both to 15 is that the sound would be loud.
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Oh my gosh, this is wonderful, Andrew! I was wanting to use BYO today, and lo and behold you've come out with a new version!
This is great.
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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?
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Not sure if this sort of thing is kosher (a jmp jumping to itself):
InfLoop jmp InfLoop
Is it?
Absolutely. Nothing bad happens if you (intend to
) do that. -
I'm assuming that, if these rolled, it wouldn't really make much of a difference, eh?
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.
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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.
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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.
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Success! Thank you again, AkashicRecord.
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Thank you very much! I'll fix that when I get home.

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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 1Here 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 4thColumnAnd 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 bytesThe 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.-
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No. I don't live anywhere near Chicago.I see you're in IL; I assume you got to play the machine at Galloping Ghost? I did too! Made a road trip there, my first visit, what a blast.

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I had an opportunity to play the arcade version a couple months ago and had a blast. I have high hopes for this version!
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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).If there are any that object to this rotation behavior, I could have this as an "SRS On / Off" game option toggle before the start of a game.
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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I found Teleterm 2600 on the [stella] list, is that the one you're thinking of?Nope, the paddle pins are analog. However, the eight digital pins for joystick 1 + 2 that are controlled by the RIOT can be used as GPIO pins. Iirc there is a bitbanging RS232 implementation floating around on the forums.
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Yup, I noticed that. The timing is a little different, but yeah the amoeba can certainly bounce far enough.You can still jump across 3/4 of the screen with these controls, which is the about the same as the previous version.
Awesome. I should have no problem retraining if need be.Anyway, I'll look into the controls tomorrow to see if a small tweak is needed. Otherwise it's probably a matter of getting used to these new controls.
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About the acceleration curve: I just watched the recorded ZeroPage Homebrew stream where they played my game, and noticed that they sometimes missed platforms because they expected the slowdown to be less abrupt.
Is this what you're experiencing?
I don't have a problem with the slowdown. The speedup, though, feels a bit sluggish. It gave me a mental image of wading through water.
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First impressions:
-Oh my god the title screen is so cute!
-I got really used to the old acceleration curve, so this new one will take some time to feel natural. It's not bad, though. It makes the blue levels significantly easier (for me, anyway).
-It's very satisfying to get the super jump.
I'm definitely going to buy a cart of this.

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I've had success with the GrafX2 paint program. It lets you define custom brush shapes and arbitrary grid spacings for accommodating the aspect ratios of, say, player and playfield pixels. It's plenty powerful enough for the task.
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Blue and White, referring to wire colors.
Pins 1 and 2 on the driving controller correspond to up and down on both the Atari joystick and the Sega d-pad, so there's absolutely no reason the Genesis couldn't read the Gray code. Since the two consoles have the power supply on different pins, though, it would be safest to have a little plug adapter that swaps pins 7 and 9 plugged into the console, with the foreign controller plugged into the adapter.
"...plug adapter that swaps pins 7 and 5..."
What was I thinking, the post I quoted even said the Genesis uses pin 5 for power.
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Bang! does precisely that after the credit roll.I think I saw an nes homebrew that displayed a qr code linking to the developer's website. It was a tdch demo or something. Should be feasible on an atari 2600 using only playfield graphics (maximum 40 pixel width, and many codes are smaller than that).
xSqueeker also puts up a QR code, but that one just says "xSqueeker" rather than a URL.
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AVGCART
in Atari 8-Bit Computers
Posted
Very cool! I'll check those out.