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Posts posted by method72
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Thanks for all the great info and getting me going!
Spent the past week or so setting everything up, getting hardware I needed ordered, connected, and development environment in place.
I have my 2600 Vader, Reton77, Harmony Cart and Uno Cart and 2600-daptor in hand now all setup, tested and working.
Got Stella installed, and using Visual Studio Code, with the Atari development extension up and working.
Got my copy of the Stella Programmers guide and the 2600 Programming for Newbies book, and I'm off and running!
I haven't done much, and It's not much to look at so far, but I got something compiled, and working, just a basic screen full of color (image attached)
I already have a simple game in mind, based off of an OLD flash game I made many years ago. (video attached)
It's a simple 1 screen, one button type of game, and thought it would make for a good first attempt at a 2600 title.
I realize the graphics won't look as nice, but the concept of a bouncing ball, that rolls across the screen when you press the button,
in an effort to try and pick up points from a ever changing array of value targets. But don't miss and his the barriers or you lose one of your precious lives!
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Wow thanks for the great write up Keatah.
I will admit, I do eventually want to work on a NES homebrew, but decided to tinker in the Atari 2600 space first.
Mostly just because I physically own a Vader unit and some carts already, but do not have an NES.
I feel that the NES is more complex anyways, dealing with actual sprites, pallets, mappers, more complex sounds, interrupts etc.
I figure getting my feet wet in learning assembly is going to be something I need to do either way.
So I might as well begin, where it really all began. with the 2600. I do realize for many folks, home video games began on the NES.
But I think everyone in this community knows, and respects the truth of how wonderful the 2600 was and still is!
I really have a soft spot in my heart for Adventure... as that game amazed me for hundreds of hours as a child.
Specifically level 3, where the items were randomly placed, making each play through different and exciting every time.
I would love to build something like that, or at least have a thorough understanding of the source code for that classic game.
Perhaps that's too ambitious, and If I can create a basic breakout clone, or shooter game, I will at least feel like I accomplished something.
I just started reading the Andrew Davie, Atari 2600 Programming for Newbies book, now, (on section 2, but did already read the 57 page Stella Programmers Guide)
Not sure how far these two documents can take me in my 2600 development journey.... but so far these seem to be the best/most recent and available documentation
for someone new to this hobby.
I do own a Flashback (not sure what revision it is, it's tossed in a box) as well as a Retron77. I am sorta on the fence when it comes to the Retron77,
not really sure it was a good investment... and more of an impulse buy. I ordered a Harmony and an Uno cart, so I can experiment with both.
I am all-in on wanting to dig deep into this homebrew space, I am sure with some time and practice I will get over my fear of coding with Assembly.
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Awesome, took your advice and just picked up a 2600 Jr fairly cheap on ebay, now just need to hunt down a good deal on a 7800 and I think I will be in good shape.
I am pretty familiar with modern hobby level electronics, programed some Arduino stuff, and basic PIC projects, and designed some 2 layer PCB's myself and had them fabricated.
I get the basics of micro-controllers, but delving into the micro-processor, is a new leap I am taking, in an effort to try and make my own 2600 homebrews.
I have some general level C#, Python and a little C++ experience, so I get all the logic around programming, although Assembly scares me a little bit, it's gonna take a while to get comfortable with it.
So what is the big challenge, why no one has built a modern day 2600 clone out of hardware? Is it because the cost of a Raspberry Pi and emulation is dirt cheap?
And a full hardware solution just isn't worth the effort, since there is still a large amount of legacy hardware on the market, and reasonably priced?
It's weird because if you look at the 8bit NES community, it's thriving with new hardware, like the Everdrive N8pro (FPGA designed), which came out like only 2 years ago.
And the new AVS console by RetoUSB, taking preorders, and scheduled to ship this summer, as a full NES hardware remake.
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So I dusted off the old Vader unit, and got it working (had to order a new joystick, lost mine somewhere)
Popped in a few carts, and it's a fully functional unit still. But I am sure it is going to die someday... (perhaps soon)
Are there any other options? I know the Retron77 has been talked about.. but from what I read, that will not work with harmony/unocart and homebrews.
I know the NES has the modern AVS from RetroUSB, a full hardware remake.
Is there any Atari 2600 box like that? Or do I have to just look on Ebay/Craigslist for another 40 year old unit?

.bas vs .asm ROM utilization?
in batari Basic
Posted
With ROM size, being so limited on atari games, I am wondering.
How efficient is bB compared to .asm when it comes to building a binary?
If you were to build the same game in bB and .asm does the basic version utilize a lot more rom space, since it's a higher level language?
Or does the compiler really do a good job, and end up generating about the same raw size as if it were an .asm source file game?