Jump to content

TheHoboInYourRoom

Members
  • Content Count

    416
  • Joined

  • Last visited

Everything posted by TheHoboInYourRoom

  1. Oh my gosh, I thought for sure Triptych was dead! This is amazing!
  2. Glafouk really gets the most out of TIATracker, I like their music.
  3. The assembler would add the value of the RESM1 symbol ($13) to $100 giving an effective address of $0113, forcing the assembler to emit the absolute version of whichever instruction you're using, while exploiting the mirroring of the TIA's address space in the VCS so that the same register is hit in either case.
  4. Probably. I just looked through the list of bankswitch schemes Stella supports, and DPC is the only back-in-the-day scheme that uses a coprocessor.
  5. Solaris doesn't use anything fancier than bankswitching, no extra RAM either.
  6. I have one, so I can playtest if you decide to support that controller.
  7. Not every TIA command, just avoiding changing the contents of the HMxxx registers during the HMOVE. I can't remember if you already know this, BNE Jeff, but as well as multiplying the CPU cycle count by 3 to get the pixel count, there's a delay of at least 4 pixels for the RESxx strobe to take effect. Missiles and ball have a 4-pixel delay, no matter their width; single-width players have a 5-pixel delay; and double- and quad-width players have a 6-pixel delay (see here and the post immediately after it).
  8. I finally got around to running this on real hardware (and getting higher scores ), and noticed that every so often while playing the player character will suddenly "teleport" some variable number of pixels to the left or right. If I recall correctly, the teleport happens near the top of a jump. I'd noticed this same bug in Stella as well, but thought it was some miscommunication from my USB controller; but it still happens on hardware, both with a Genesis pad and a more traditional joystick.
  9. I say VCS. I like the way it sounds, and for me, it's a bit easier to say than "twenty-six hundred".
  10. I tried that as well, and it forced joystick interpretation as you'd expect. Without pressing the button, it's seen as a paddle.
  11. Genesis controller in the left port, auto-detected as a paddle.
  12. This is a fun little game. It already has me saying "one more try" at this early stage of development. That would be cool, and probably not hard to do. The paddle buttons use the same bits as left and right on the joystick, they may just need to be interpreted in the opposite sense depending on which paddle is intended to be held in which hand (that is, bit 7 means "right" on a joystick, but it would mean "left" if the first paddle is in the left hand).
  13. Rewatching 2010 after having finally read the book has really soured me on the film.

    1. Show previous comments  1 more
    2. TheHoboInYourRoom

      TheHoboInYourRoom

      Okay, but I wasn't comparing 2010 to 2001, I was comparing 2010 to 2010. I think most of my problems with the Hyams film stem from being too short and rushed to do the book justice.

    3. jaybird3rd

      jaybird3rd

      Yeah, I can see that. "The Odyssey Files" describes how some of those creative decisions came about (with Clarke's input throughout, BTW). Doing full justice to the book would probably have required a miniseries rather than a feature film, especially in those days.

    4. TheHoboInYourRoom

      TheHoboInYourRoom

      I'll keep an eye out for that. I could probably check it out from my library network.

    5. Show next comments  6 more
  14. Ordered a copy. I know for a fact that there's useful insight in the lessons that I wouldn't have the patience to get to just reading it from a screen. Can't wait!
  15. Oh my gosh, that never occurred to me. That cracks the puzzle of one of my projects. Thank you!
  16. The Atari 2600 Advanced Programming Guide on the MiniDig has a nice section "Wasting Cycles" that describes compact ways of wasting between 1 and 12 cycles. It might be useful for you in the future.
  17. Here you go. The second version loops. (Core) Demo (NTSC Conversion) (2007) (wAMMA, David Galloway).bin (Core) Demo (NTSC Conversion + Looping) (2007) (wAMMA, David Galloway).bin
  18. No, Troy's code uses the VERTICAL_SYNC macro from, presumably, macro.h.
  19. I love the progress that's been made on this game. As I was playing World X yesterday, I noticed the screen rolled a couple times as the game transitioned between levels. Not a lockup, just a time overrun.
  20. It's been okay to download it for almost eight years. He even released the source code for the game.
  21. Yes indeed. Off the top of my head I know that Starmaster uses the Color/B&W switch to bring up a galactic map for warp travel.
×
×
  • Create New...