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yorgle

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Everything posted by yorgle

  1. It would be pretty easy to change. The author name is a static object (you'll notice a difference between moveable objects and non-moving ones in their corresponding data tables - such as AuthorCurr, etc.). For a moveable author object, you'd need to use 3 bytes of ram (to hold it's X,Y,and room number). This is not any different than adding objects to the code, which is covered step-by-step right at the beginning of this thread: http://www.atariage.com/forums/index.php?showtopic=50191 However, there might be a couple bugs attached to your idea (because the object is so big...extending from movement border to movement border). It seems like it should work, however. So just edit the existing author tables and assign 3 bytes of ram to it at the top of the assembly. If it's glitchy, just reduce it's size a bit by having it hit a zero value sooner in the bitmap. Thanks and btw, I've learned an incredible amount going through your tutorials. My current hack has 6 dragons (one is a baby dragon) hit points for the dragons, about 110 rooms, 4 keys, 6 gates and I wanted to do something with the author sprite (I planned to make it into a princess) but I don't see where I can get an additional 3 bytes of ram without giving up gates or dragons. Any ideas?
  2. Can anyone point me in the right direction in Nukey Shay's optimized adventure hack code to enable the playerball to "pick up" the authorname sprite like the other objects?
  3. So I take it the code on the pld is different for an 8k cart and a 16k cart? Are the boards themselves the same?
  4. I purchased two 2600 cart pcbs on ebay. Both say "Atari 2600 Bankswitch/2004 Pixels Past" on the eprom side. I was told one was an 8k board and the other a 16k board but the only difference I can find is the number on the logic chip on the reverse side. The supposed 8k board's logic chip has the ATMEL logo and the part no. ATF20V8BQL-15PC with the number 0528 above that. The supposed 16k board's logic chip also has the ATMEL logo, but a slightly different part number: ATF20V8B-15PC and the number above that is 0535. My intended use for either board (assuming either is the right one) is to hold my 8k Adventure hack. Anyone here able to confirm if either of these boards will work. (I plan to use a 2764 eprom, which I understand to be 8k).
  5. Ebay is a good source, except steer clear of the willlem units- cheap, but very unreliable. If you do get a willem unit, make sure it is the "dual power" and not the "enhanced" (or other USB powered) version because the 27XX eproms require higher programming voltages. You'll need an eprom eraser as well.
  6. Would any of you guys with working programmers be willing to burn a 2732 for me if I email my .bin and send some $$$ for the eprom. I've given up on my Willem piece of %#$! and don't really want to spend more cash on another programmer.
  7. I'm confused about a lot of things, but still I blunder on... Thanks for the info.
  8. Can a 4k .bin be loaded into my programmer's software and programed it to a 2732 eprom or do I have to first combine 8 copies of the .bin (making it 32k) before programming to the eprom? In other words, do you have to fill up all of the available space on the eprom in order for it to work?
  9. Whatever became of the Krokodile Cartidge? Were these ever produced and if so, are they available anywhere?
  10. I'm having the exact same problem with my Dual Power willem. Are you sure you have the "enhanced" one? What I read on their website says the enhanced wont work for 2732's. I was assured that the Dual Power is the one you need.
  11. Thanks for the input folks. Since I bought the caps, I think I'll go ahead and install one just for kicks. BTW, what proggrammer do you guys use for burning the 2732s. I bought a Willem Dual Power and it's been nothing but a headache so far. Absolutely the worst instruction manual I've ever seen.
  12. In reading up on making 2600 eprom carts and I've run across some posts that mention a capacitor along with the the eprom and the hex inverter? Here's what I'm using: Intel 2732a eprom, rev F pcb (from a murdered Swordquest: Earthworld cart- modified to accomodate the 2732 pinnout) and 7404 hex inverter. Do I need a capacitor as well? If so, what and where?
  13. I'm in the process of building an eprom cart for my homebrew 2600 game. Here's what I'm using: Intel 2732A2 eprom SwordQuest C011885 Rev F pcb (modified to accomodate the 2732 pinnout) 7404 hex inverter My question concerns references to a capacitor in some of the cartridge building posts. Is this necessary? If so, what is it for? Where does it go? What size capacitor will I need? Thanks.
  14. That did the trick. Thanks for your input, folks.
  15. OK, I think I've answered at least one of my questions, i.e., regarding the "ORG" ops. Am I correct that these are there simply to mark the start of new pages? If so, I think they could be removed without affecting the program, right?
  16. I'm slowly (read: s...l...o...w...l...y...) learning assembly using one of nukey shay's adventure hack tutorials. I've successfully compiled the code (which includes modifications for an extra castle gate and key) and got it under 4K by eliminating Mr. Robinett's signature. (sorry, Warren). Dasm produces a .bin file and -lxxxx.txt file without errors, but when I try to run the .bin using Stella, all I get is a black screen. The source code I started with was nukey shay's 4k version of his optimized adventure hack. I think it has something to do with the StartGame routine referenced at the end of the code and the memory locations referenced there (since that's about the only real change between the original source and my version). Anyway, here's my version of the code so far. If anyone can point me in the right direction or give me a hint as to what I'm missing, I would be forever grateful. Also, my various 6502 assembly manuals/books I find no mention of the op-code "ORG" as appears at various points in my sourcecode, e.g., "ORG $F87F" Is this a code unique to the VCS or is this something DASM inserts to keep track of memory locations? Are such notations necessary? Note to experienced programmers reading this: this plea is not an effort to ask "how do I make a game for my 2600?" I'm not looking for someone to carry me, just a little nudge in the right direction. Thanks in advance. file1.txt
  17. Just had to shout and crow and say thanks to all who have posted here. I just made my first modification to a program using DASM and it worked. (ok, all I did was move the chalice in Adventure to the top of the Yellow castle, but hey, it's a start).
  18. Thanks for the direction, Steve. I'll check out those links.
  19. I've developed a number of Adventure hacks using Steve Engelhardt's Create Your Own Adventure editor. And while I'm extremely pleased with how well the variations turn out, I am always left frustrated that I can't add an extra room, castle or extra dragon or two. I'm in the process of learning assembly with the hope that one day I'll be able to add some of these features to my hacks, but in the meantime, I'm wondering if I'm even heading in the right direction. Am I correct that once I figure out the code for an extra castle gate or dragon, it would simply be a matter of adding that code to the code I'm presently creating with the CYOA editor? My goal is to make two or three more complex Adventure variations to burn onto cartridges so that my daughters (who absolutely love the original game) can play the games on my original console. Any guidance, help, advice, or warnings would be greatly appreciated.
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