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Posts posted by TheHoboInYourRoom
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Interestingly, the game actually doesn't crash on my VCS, so I shot a short video showing how bad the jitter gets. The zip archive also has a second video showing the slight jump when the fireball sound is played.
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This page has a chart that even includes the illegal opcodes.Ha!... That's the one I've been using. I thought I saw a handy one-page chart of the the op codes somewhere. Anyway, this one does work pretty well.
Thanks!
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No, I don't. I'm not very skilled at programming the VCS, plus Jinroh is the only one who has access to the source code. I'm just bringing the framerate issues (which are quite hard on the eyes) to his attention.Did you post this because you have a suggestion to fix these things you have noticed?
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Um... the demo is almost unplayably jittery. The framerate is not stable at all. Every screen transition jumps to a new number of scanlines. The picture jitters everytime the screen scrolls, very slightly when the fireball in the castle flies up, and also very slightly whenever Jinny's shots are on screen. Using the scanline counter in Stella, I see the demo never settles on 262 lines per frame. All of this also happens on real hardware.
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Oh wow, I forgot I'd even made this thread. That's pretty cool to hear! Thanks for sharing.
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I'm working on an Atari 2600 music program
I'm excited already!
My two cents is that I'd prefer a transfer method that doesn't require extra hardware.
Do you plan to release the PC-side software under a free software license? It'd be better that the code not be restricted to just one or two operating systems.
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Ascend and TIM1T are awesome demo's (please link the source code)
You can click the "[source]" links on their Pouet pages:
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Sound effect when you hit an enemy ?
If you listen closely, there's already a slight rumble when the robots burst.
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AtaC is under the conflicting ISC license. No can do.
The ISC license is compatible with the GPL, though.
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I'm a bit late, but the homebrew game Omicron has a twinstick firing mode.
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Two, a long-rainbow Junior and a 4-switch Woody. I haven't used the Woody for a while because one of the controller ports is dodgy and needs replaced, plus I don't have room to connect it.
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Oh wow, I never knew score mode worked that way. I don't have a PAL monitor or PAL Atari, but I looked at the footage from the Revision 2014 Oldskool Demo compo, and sure enough the blockiness is actually there.
Never mind, then, I guess.

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I discovered a weird regression in graphics behavior while rewatching TIM1T (http://www.pouet.net/prod.php?which=62944). It shows up in the credits sequence about 2 minutes 44 seconds in (savestate attached; just remove the .txt extension). I hadn't updated Stella since 4.6.7, but I've checked earlier versions and this bug first appeared in 4.7.
The attached images show the expected behavior in 4.6.7 (first) and the bug in 4.7.1 (second). The playfield appears to have priority over P1 and M1 on the lefthand side of the screen, but the program doesn't touch CTRLPF during the credits. TIM1T is F4-bankswitched and the checkerboard rendering happens in bank 6 in two routines starting at addresses $DA02 and $DB02. Very strange.
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You might not still need this, jp48, but anyone else who's interested can find transmat's source code from its pouet.net page: http://www.pouet.net/prod.php?which=61492
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This looks cute; cute is good.
I notice the title screen has 10 sprites above and below the logo. I'm guessing you strobed the RESPx registers Galaxian-style to get more sprites?
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You will run into trouble on so some modern TV's if you blank the display and let go of handling VSYNC. I have a Toshiba 55" LED TV, and when it looses sync it mutes the sound. There is no setting to stop that. I discovered this when I was testing iesposta's speech strings for the Dr Who hack of Berzerk. I would see a black screen with no sound, and then the gameplay would return. Ultimately We went with a kernel that blanked the screen while still keeping sync to solve the problem. If you're updating the audio every line, or every second line, then it is easy to do. Dr Who was a little more work as it was every 4 lines, and 262 is not divisible by 4. I didn't want to do 260 or 264 line game. I've read of some TV's rolling while being off by only 1 scanline. It's best to do things to maintain maximum compatibility whenever you can.

Well, you've convinced me. I'll find a way to include VSYNC.
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You did not mention that, you only said your TV was losing sync. As such, when I took the time to look at your source and noticed there was not any sync signal logic, I was lead to believe you didn't understand that aspect of 2600 programming.
My apologies.
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I already know about generating the sync signal. My intention is to blank the display when the sample plays, like how Quadrun does it. As it happens, I added the CLEAN_START macro from macro.h to the beginning of my code, and the updated version actually works as intended now.
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I know that sample playback is not exactly "for newbies", but I'm having some trouble even getting started with it. I decided to push out a sample on every scanline, so I threw together the attached program to put out a square wave and confirm that I'm on the right track (also to directly measure the NTSC Atari's HSync frequency, but I've already found the answer to that question). It works in Stella, but when I run it on my real VCS, I hear a tiny beep and then my TV completely loses sync (photo attached). I should note that Pitfall II and DPC+ audio demos do actually work on my TV.
Stepping through the code in Stella's debugger, the write to AUDV0 is taking effect on the third cycle of every scanline. So my questions are:
- When is the earliest safe time to write to AUDVx?
- What part of the TV signal is being interfered with (if anyone knows)?
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Cool.
So, putting together what I've learned from all the links I've followed, I could fashion my own USB adapter with, say, one of these cables (http://www.ftdichip.com/Products/Cables/USBTTLSerial.htm) with the TX and CTS signals on pins 1 and 2 as shown here, and use FT_PROG to invert CTS, turn off high-current IO, and allow up to 100 mA from the bus. Am I missing anything?EDIT: I already have a copy of an "Avox_USB.xml" programming template that was posted some time ago.
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Before I forget to ask:
Besides the USB adapter specifically designed for the Atarivox, are any other USB-to-serial adapters known to be compatible with it? I'd assume something with an FTDI chipset would be a pretty good bet.
Also, Richard, what software was included in the AtariVox_utils package?
Thanks for your help, everyone.
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Okay, I managed to find driver code and docs from July 2005, which I guess corresponds to AtariVox_docs.zip in the manual. I also found a static allocation table from 2011 (last entry is Indenture). I did not find (or just not recognize) anything corresponding to AtariVox_utils.zip.
Has anything major been added to the driver in the past 10 years? What's been added to the static allocation area in the past 4?

Short notice: new simple demo for the 2600
in Atari 2600 Programming
Posted
Hypnotic.
I love it!