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Blog Comments posted by vidak
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I absolutely loved The Last Jedi. I really, really enjoyed it.
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I quit YouTube a year ago.
The endless chasing of subscribers and the resulting mediocre content made me hate the place.
I want to create a better video sharing platform...
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Happy New Year!!
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Merry Christmas! I love reading your blog.
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Oh no, I flew 4000km, and then drove another 400km!
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Hmmm... I think it may be possible to repair it!
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Looks great!
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Yeah! I did notice that! You're totally right.
Thanks man!!
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Yeah, you're right.
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I would love to!
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I don't even think SMS controllers are that good, are they?
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Yeah I found this link from the wikipedia page:
https://sites.google.com/site/atari7800wiki/7800-compared-to-the-nes
It says all the same things as you - the 7800 is frequently caught up in spending much more time than the NES rendering the display.There's also some issues with outputting the image due to the way the analogue video is clocked. Apparently there is potential for artifacting with the 7800.
The memory is also unified in the 7800. The article I linked argues this presents some disadvantages compared to the NES with it's dedicated video RAM.
Anyway, you're right, really. They're just radically different architectures.
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Still thinking out loud.
Spend a lot of time in my kernel counting lines, counting twice as fast for the Playfield, and half as fast for the Sprites.
FlipDraw doesn't require a line counter...
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Here is cd-w's version of a multi-coloured DoDraw:
lda #SPRITEHEIGHT dcp SpriteEnd bcs DoDraw SLEEP 9 lda #0 beq EndDraw DoDraw lda (SpriteColorPtr),Y sta COLUP0 lda (SpriteDataPtr),Y EndDraw sta GRP0
Here is a version I came up with, which I think takes less time, even though it forces you do load the player's colour:
lda #SPRITEHEIGHT ; 2 2 dcp SpriteEnd ; 5 7 bcs DoDraw ; 2 9 (3 10) lda #0 ; 2 11 .byte $2C ; 4 15 DoDraw ; (10) lda (SpriteDataPtr),Y ; 5 15 tax ; 2 17 lda (SpriteColorPtr),Y ; 5 22 sta COLUP0 ; 3 25 stx GRP0 ; 3 28
Nope. It's longer. This one takes up 28 cycles whereas cd-w's takes 26.
I really am in the presence of masters.
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Looks great!
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Looks great!
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The game looks great!
Hope your Mum does okay!
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Yo! I know we don't know each other, but I'm here to talk if you want to!
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I hope your Mum is okay

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Thanks a lot! I'm really glad I made this blog post - it got someone to give me help!
I never thought of using the Stella Debugger! I haven't been making guesses, I've just been going through the kernel and trying to guess what each of the variables are for based on what the program is doing. I've found a variable which counts from 0-37, i've found the horizontal positioning routine for the Player1 graphics.
I've been trying to track down where each of the variables that set the graphics in the kernel come from. There seems to be an elaborate set of code that does this:
lda ram_97,X ; 4 - Make A = ram_97,X again <- Here is ram_97 again and #$07 ; 2 - Mask off #00000111 again sta ram_D7 ; 3 - Then store in ram_D7 (then next variable on from D6) asl ; 2 - Arithmetic shift left in A(multiply by 2) adc ram_D7 ; 3 - Then add another ram_D7 in A (multiply by 3) adc #$02 ; 2 - Then add #2 tay ; 2 - Transfer A to Y then this subroutine: lda ram_97,X ; 4 - Make A = ram_97,X lsr ; 2 - Divide by 2 lsr ; 2 - Divide by 4 lsr ; 2 - Divide by 8 lsr ; 2 - Divide by 16 lsr ; 2 - Divide by 32 eor #$FF ; 2 - Flip all the bits clc ; 2 - Clear carry adc #$20 ; 2 - Add 32 to A rts ; 6 sec ; 2 - Set Carry sbc #$17 ; 2 - Subtract 23+1 sta ram_D7 ; 3 - Store in ram_D7 lda (ram_DB),Y ; 5 - A = (ram_DB),Y - where Y was the result of (3*A)+2 <-here is ram_DB again sec ; 2 - Set Carry sbc ram_D7 ; 3 - Subtract (ram_D7)+1 sta ram_A1,X ; 4 - Store in ram_A1,X iny ; 2 - INC YThen in the kernel, ram_A1,X is transferred into ram_DD, which is then used to set GRP1.
Very confusing... I am trying to figure out what this is doing... -
This is great! I didn't realise the Intellivision only that 16 colours!
Kinda makes me appreciate the 2600, with its 128...
But anyway this makes me want to play the Intellivision!
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