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TheHoboInYourRoom

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Posts posted by TheHoboInYourRoom


  1. I received my AtariVox+ in the mail today, and it's fantastic! I've had a lot of fun so far finding the different voice messages in Juno First and Man Goes Down, and typing silly things into Spell and Speak. Omicron makes great use of the module, too.

     

    Question, though: what happened to vectrex.biz? Every page throws up a 403 Forbidden error, and the AtariVox documentation would be good to have on the (admittedly slim) chance that I ever try to program for it.


  2. Always great to see Stella progress.

    For some reason, though, I don't seem to be able to edit ROM bytes in the debugger by double-clicking them anymore.

     

    EDIT: I'm running 32-bit Stella on Windows Vista SP2.


  3. Hi, everyone.

    I finally decided to start really learning how to program the VCS. I already have a general idea of how the VCS builds a picture line by line and sets up the appropriate blanking and syncronization inbetween frames, so I wrote a little assembly file to confirm if I actually know what I'm doing (all it's supposed to do is increment X and set PF1 and COLUPF to that value once every frame). However, every time I've tried assembling it with DASM the past few days, DASM trips up on something in the file and can't resolve any of the labels I've set up. What's more, the list file DASM produced reports "Unknown Mnemonic" errors on every single line of the assembly file.

    I'm using DASM v2.20.11 for Windows with v1.05 of vcs.h and v1.06 of macro.h. The command line I used is "dasm bartest2.asm -f3 -v4 -Lbars-l.txt -sbars-s.txt -obartest2.bin".

    Below is the assembly and DASM's output, and I've attached the list file.
    Is there some boneheaded fundamental mistake I'm making?

     

    Assembly:

    PROCESSOR 6502
    INCLUDE "vcs.h"
    INCLUDE "macro.h"
    
    ORG $f800
    
    init:
    	CLEAN_START
    	lda #2
    	sta VBLANK
    
    startFrame:
    	VERTICAL_SYNC
    
    	lda #44
    	sta TIM64T
    
    vertBlank:
    	sta WSYNC
    	lda INTIM
    	bne vertBlank
    
    	stx PF1
    	stx COLUPF
    	lda #0
    	sta VBLANK
    	ldy #191
    	sta WSYNC
    
    kernel:
    	sta WSYNC
    	dey
    	bne kernel
    
    	inx
    	lda #2
    	sta VBLANK
    	lda #35
    	sta TIM64T
    
    overscan:
    	sta WSYNC
    	lda INTIM
    	bne overscan
    	jmp startFrame
    
    ORG $fffa
    .word init ; NMI
    .word init ; Reset
    .word init ; IRQ
    

    DASM output:

    START OF PASS: 1
     Including file "bartest2.asm"
    
    ----------------------------------------------------------------------
    SEGMENT NAME                 INIT PC  INIT RPC FINAL PC FINAL RPC
    INITIAL CODE SEGMENT         0000 ????                       0000 ????
    
    ----------------------------------------------------------------------
    0 references to unknown symbols.
    0 events requiring another assembler pass.
    
    --- Symbol List (sorted by symbol)
    init                     0000 ????
    kernel                   0000 ????
    overscan                 0000 ????
    startFrame               0000 ????
    vertBlank                0000 ????
    --- End of Symbol List.
    --- Unresolved Symbol List
    overscan                 0000 ????
    startFrame               0000 ????
    init                     0000 ????
    kernel                   0000 ????
    vertBlank                0000 ????
    --- 5 Unresolved Symbols
    

    Thanks in advance for any help!

    bars-l.txt


  4. Sorry for the thread necromancy, but I just heard of this game today and I have to say that Bell Hopper is the first game in a while that actually gets my blood pumping! Within a few tries, I was able to get my score up over a million (EDIT: 39.3 million now). Thank you so, so much, Tjoppen, for the NTSC port (wow, my Harmony really is becoming the only cart I use)! Can't wait for The Byte Before Christmas!

     

    P.S.: Might I also say that Nyantari 2600 is spectacular. :)


  5. For example, I've implemented the Collatz algorithm (single-digit input only, unfortunately):

     

    1 If S>0 Then Goto 3

    2 S<-Key Goto 1

    3 If S Mod 2=0 Then S<-S/2 Goto 3

    4 If S=1 Then Goto 4

    5 S<-S*3+1 Goto 3

     

    Let's see what you've got. :)

     

    I see your Collatz and raise you... XKCD.

     

    http://xkcd.com/710/

    Yeah, that comic was actually my first exposure to the Collatz conjecture. The discussion about it on xkcdsucks inspired me, on a whim, to implement it on Basic Programming.


  6. Very interesting, I never heard of Collatz algorithm. After a quick google your program makes sense! Now that I have a Harmony, maybe I'ss give it a try since I've never found a Basic cart.

    Yeah, give it a go. Basic Programming really is more interesting than a lot of people give it credit for. It's still very limiting, of course.

     

     

     

    Oh, and...

    I'm certainly not expecting an implementation of quicksort, but if it can be done in 63 bytes or fewer in a mangled language, somehow, I'm interested.

    I worded this really badly. The second half of that sentence isn't supposed to refer to quicksort, but to any math or CS routine in general.


  7. There have been quite a few Basic Programming threads in this forum, but the last one hasn't been updated for about half a year and there's no point in bumping it.

     

    Anyway, I'm curious to know what sorts of simple but interesting routines some of you have written for this cartridge. I'm not asking for games or music; Dave Britten has those pretty well covered. Rather, I'm more interested in algorithms of a more mathematical or computer science flavor. I'm certainly not expecting an implementation of quicksort, but if it can be done in 63 bytes or fewer in a mangled language, somehow, I'm interested.

     

    For example, I've implemented the Collatz algorithm (single-digit input only, unfortunately):

     

    1 If S>0 Then Goto 3

    2 S<-Key Goto 1

    3 If S Mod 2=0 Then S<-S/2 Goto 3

    4 If S=1 Then Goto 4

    5 S<-S*3+1 Goto 3

     

    Let's see what you've got. :)


  8. Some stuff up for offer, everything works fine and in is nice condition with the exception of Big bird that has a torn front label.

     

    Atari 7800 Joust boxed with manual(PAL)

    Atari 7800 Dig Dug(PAL)

    Atari 7800 Galaga.(PAL)

    Atari 2600 Spider Fighter white label(PAL)

    Atari 2600 Big Birds Egg Catch(NTSC) torn label some spotting.

     

    Atari Lynx Kung Food boxed with manual.

    I'll claim Big Bird's Egg Catch. I'm pretty busy today, so I'll have some items to put up when I get home in the evening.


  9. Atari Video Chess moves pieces around the board somewhat arbitrarily at the higher levels, in a fashion not bound by any normal rules of chess. It is thus not possible to really play a game in the normal sense.

    How does the game generally differ from ordinary chess at those levels?

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