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About azure

  • Rank
    Chopper Commander

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  • Custom Status
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  • Location
    Seattle, WA
  • Interests
    Atari 2600, Commodore 64, SNES, N64, Sega Genesis
  • Currently Playing
    Knight Rider (2600)
  • Playing Next
    Knight Rider II (2600)

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  1. That's why I use Google to search. Example: site:atariage.com/forums 2600 defender
  2. The screen transition is incredible. Very SNES-like.
  3. I don't think it was bad. It was one of my favorites back in the day. It just requires the manual to play. The 2600 was the only computer in our house throughout the 80's, so our expectations weren't very high. It kept me entertained for hours, since I was really into Indiana Jones as a kid.
  4. I have question referring to the delay mentioned in the Stella Programmer's Guide: I'm assuming the 400 ms delay is due to how potentiometers work, so they require time to wait for the voltage to settle. But, if the 3rd column is read by the trigger button INPT4, can the 3rd column buttons ("3", "6", "9", "#") be read without a delay? Could that be a little optimization?
  5. I guess I've been really out of the loop. I didn't realize I needed a specific Stella version the last time I tried some of the demos. I think I got there by the search and didn't notice the 1st post. Oops. The NTSC version you linked now worked fine. I have a Harmony. I'll try the demo out on my two 4-switches and one Jr. I have a 6-switch, but it's not working right for even normal games.
  6. If I remember right, it was a minority of machines that don't work with bus stuffing? Does anyone have a solid idea on what the technical reason was or is it still a mystery? Also, why not implement bus stuffing in Stella and let developers opt to implement ROM releases? It would emulate the bus stuffing of a working machine. Then anyone could use it in Stella, but if they have a working 2600 and a Harmony or Uno cart they could play it on the real thing also.
  7. I've avoided this topic for a while, because I like both design philosophies and it's a hot topic. However, I think maybe 4K game developers ought to consider proudly advertising their games as 4K and unassisted. Wear it like a badge of honor. I haven't been here as long as many of you, and I mostly read the threads and work on my stuff quietly in the background, but I like developing unassisted 6502 games. Galagon and Mappy are amazing accomplishments and inspiring. They're making this community greater because they're attracting attention from Youtube and blogs. They're certain to be drawing new people to the site. People who would have never seen the 4K unassisted games are seeing them because of Galagon and Mappy. And as for the ARM and co-processor development, I think it needs to go further. A lot further. Let's step on the gas and stuff a Core i9 in the cart. It'd be the first Atari game with it's own external power supply and cooling system. Pedal to the metal. I've also spent the last few years dreaming of a rebooted 2600 with a normal 6502 chip, 64K memory access, and extra lines to the cart for read/write and clock. All other components being the same. And maybe connect a 3rd button in the joystick port. That's what this is all about. Tinkering and seeing what can be done. This is a laboratory for crazy science experiments. Everyone should be having fun. These are video games after all. They're meant to be fun. We're not filing TPS reports here. If it's not fun, then I think expectations need adjusting. The 1980's are gone and will never come back. We will never again have a game store with all unassisted Atari titles.
  8. I'm currently working on a Rampart style 2600 game. I have the UI almost working, but I haven't figured out the game rules given the limit of 2 sprites in a row. I'm okay with 30Hz flicker with 4 sprites in a row, but will not settle for less than that. I'm not settled on the data structures, because I'm making up the game rules as I go. I've allocated 64 bytes for 32 sprites, but I'm not yet sure if this is tenable once everything else is hashed out. The screen is currently a 16x16 grid of cells. Computer and player have 16 sprites each.


    I don't have a good idea how much RAM I need for the remaining functions. I'm not going to release a demo for a while, because I don't want to promise features I will probably have to remove later. I'm determined to keep this one at 4K. I'm aiming for 128 bytes RAM, but not promising it. It may need more RAM.


    I'll be getting back to finishing Black Jack Theta VIII in a few weeks. My Proton demo is on pause, because I'm finding this game more interesting. I went on some major tangents for a couple months that were educational but non-productive. I was doing Atari 2600 coding the entire time, but little of it was that useful. I'm back on track now.

  9. I wasn't sure if and how Batari supports floats. Fixed point integer arithmetic was the old way of doing fast floating point arithmetic on machines without a math co-processor. I was searching for Batari and floats and found a thread talking about using a table lookup with pre-calculated velocities for implementing something similar. It might be conceptually simpler since you can just increment/decrement an index.
  10. You could do it by calculating acceleration and deceleration using fixed point integers to implement fractional motion. In one of my prototypes, I use a byte to represent a fixed point integer. Acceleration gives a slippery feel, because the motion lags. I used 5 bits for the integer portion (0-31) and 3 bits for the fraction (0-7). Bit format: 11111 . 111 ShipXVeloc If you want only the integer portion, shift right 3 times. ShipXVelocity = ShipXVelocity / 8 You can add fractions between 0.125 (1) to 0.875 (7). ShipXVelocity = ShipXVelocity + 1 Adding an integer 1 is: ShipXVelocity = ShipXVelocity + (1 * 8) You can go with fewer bits for the fraction if you need more than 32 values for velocity, but that makes the acceleration more coarse grained. It can be extended to 2+ bytes if you want, but there's a performance penalty.
  11. I didn't have Dark Cavern back then, but have it now. It's such a great game. I also really liked Burger Time.
  12. I would make a little character sprite and make him be the one who is drinking. It's a player avatar I suppose. You could put the sprite in that section below the score.
  13. I think you could play Combat for 3 hours and we'd still watch. A big part of your show is the personality you put into it (and the personalities of your guests.) There is nothing else like it. I like shows that mix things up. Themed shows and segments make it more like a magazine. So far you've had these segments: general news and updates, new homebrews, homebrew replays, game hacks, Activision patch attempts, holiday themes, awards, and a few ad-hoc broadcasts. Single game long plays would be another segment. I usually put on the show when I work, so I'm not bored by long plays. You usually do news and updates on the first 20 minutes. You could expand on news for single game shows to balance things out. If the long play is too much for some, they can just watch the first half and then bounce.
  14. I haven't heard of this single 3-in-1 chip before. Has there been much research on it?
  15. I caught the ZPH episode on this. I was thinking it would be more intense gameplay if there's an alarm claxon after the money is taken. I used to play Splinter Cell years ago and that would happen when you got spotted.
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