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Under4MHZ

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Posts posted by Under4MHZ

  1. On 3/18/2024 at 11:19 PM, pirx said:

    it is a little bit complicated. if you are inclined, you can look at these sources:

    Thanks, that helps.

     

    I'm trying to read KBCODE to get the keypad numbers by polling it in a loop. In MAME the numbers  keys register, but on real hardware it remains zero.  (it doesn't work in Altirra either)

     

    Is there a technique with reading KBCODE? Something I have to do first like writing to CONSOL or a timing requirement as with reading POT?

  2. Thanks, that was it. The below code works:

     

    void main()
    {
        for(;;) {
    
            u8 *ptr;
    
            ptr = (void*)0xE800;    // POKEY Pot
            PrintNumber(12,0,*ptr++);
            PrintNumber(12,1,*ptr++);
    
            ptr = (void*)0xC010;   // Trigger (fire buttons)
            PrintNumber(8,0,*ptr++);
            PrintNumber(8,1,*ptr++);
    
            ptr = (void*)0xE80B;   // POTGO start scan sequence
            *ptr = 0x00;
            ptr = (void*)0xE80F;   // SKStat Fast pot scan
            *ptr = 0xff;
            
            for(int wait = 0; wait < 30000; wait++);
        }
    }

     

    I had to trigger the POTGO and enable the Fast POT scan, along with a delay between reads.

     

    https://www.atariarchives.org/mapping/memorymap.php

     

    for information on POTGO and SKSTAT.

     

    This assumes the interrupts are disabled, or the interrupt vectors have been overridden.

     

  3. I'm trying to write code for reading 5200 joysticks. My code is simply:

     

    void main() {
    
        for(;;) {
    
            uint8_t *ptr = (void*)0xE800;
            PrintNumber(12,y,*ptr++);
            PrintNumber(12,y,*ptr++);
            PrintNumber(12,y,*ptr++);
            PrintNumber(12,y,*ptr++);
            PrintNumber(12,y,*ptr++);
            PrintNumber(12,y,*ptr++);
            PrintNumber(12,y,*ptr++);
            PrintNumber(12,y,*ptr++);
        }
    }

     

    I've tried on MAME and Atari 800 and it's only returning 0. If I set the address to 0xC010 the triggers return 1 or 0, so I know the code can read and display values.

     

    Any ideas on what I could be doing wrong? Do I have to set up the POKEY in some way for this to work?

  4. On 12/26/2021 at 4:45 AM, 5-11under said:

    For now, send me a PM if you need any. These are fully assembled, without shells. They're easily programmable and reprogrammable with an EPROM programmer. International shipping is fine.

    Are the shells the standard ColecoVision cartridge size? Is there a 3d model for them? Getting the shells 3d printed appears to be fairly expensive.

  5. On 7/9/2021 at 6:29 PM, zyzzle said:

    One question about Diamond Dash 2: You say each level has 5 difficulties, but can these be selected like the individual levels, up to Level O can? I couldn't figure out what "5 levels of difficulty" means? Please explain, if you have time.

    Sorry, that text shouldn't be there. That's an old entry based on an old plan that I mistakenly left in the text.

  6. I know how it was. You had your faithful ColecoVision, but your best friend had a C64. He loved to rub your nose into the fact he had the latest puzzle game and you didn't. You loved your ColecoVision, but you just wished they'd released a new game for it. Well, here it is finally, 36 years too late.

     

    screenshot1.png.4b4c449a8729a712c7ffca4736705409.png     screenshot2.png.a90202fef9540e31119ae7d350be3d79.png

     

    screenshot3.png.c082853afe12701438a2a24cf445e316.png     screenshot4.png.5f24011e11701102440273203b90ec5f.png

     

    Collect the coins, avoid the boulders, fireflies and butterflies. Amoebas and Magic Walls make diamonds too.

    DiamondDash2-COL-1.00.zip

    • Like 9
    • Thanks 5
  7. I've fixed the issues you've mentioned:

     - Make sure sound is turned off after finishing

     - Fixed rendering text on finishing

     - Made # key resigned game

     

    I prefer to make games intuitive than to have instructions, though maybe that's a bit difficult for a console. It's reasonable idea,maybe next release.

     

    The features you've mentioned are good idea. Originally, I didn't have enough tiles for extra text, but I might just have enough now to display numbers.

     

    Maybe in a later version I'll add a timer and some stack options.

    Klondike-COL-1.01.zip

    • Like 1
  8. The classic solitaire card sorting game now for your Colecovision.

     

    The goal of the game is to sort the cards into order.

     

    Left button to select a card to move, then press again to move the card.

    Right button to move the pointer to bottom of the pile, then press again to move the deck.

    Right click also automatically moves a card to the foundation, if a valid move.

    Hold both left and right buttons together to resign the current game.

     

    screenshot1.png.1df0c61ac0f99c3f9716fea60b5bbf9f.png    screenshot2.png.4e80176e6734a9f8cf157829520cbcaa.png

     

    screenshot3.png.cbb38e4f83a9e32c385d09dd01e80d42.png    screenshot4.png.b4566bf3571234d6c4080f6e03e57c1a.png

     

    Klondike-COL-1.00.zip

    • Like 9
    • Thanks 3
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