Jump to content

TheHoboInYourRoom

Members
  • Content Count

    416
  • Joined

  • Last visited

Posts posted by TheHoboInYourRoom


  1. 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!


  2. 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!


  3. 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.

     

    1349996969_Screenshot_2020-10-23httpsatariagecom.png.d63bfdb818fbdf926b4322af38e3ff38.png


  4. 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.
    • Like 1

  5. 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 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.

    • Like 2

  6. You can still jump across 3/4 of the screen with these controls, which is the about the same as the previous version.

    Yup, I noticed that. The timing is a little different, but yeah the amoeba can certainly bounce far enough.

     

    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.

    Awesome. I should have no problem retraining if need be.

  7. 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.


  8. 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. :thumbsup:


  9. 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.


  10. 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).

    Bang! does precisely that after the credit roll.

    xSqueeker also puts up a QR code, but that one just says "xSqueeker" rather than a URL.

    • Like 1
×
×
  • Create New...