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Found 1 result

  1. Hey there everyone, I just started learning to program the Atari 2600 in Assembly recently and I think that I have learned a great deal. However, I seem to have hit a road block. Initially, when I first started programming playfields and backgrounds, I plugged the values in line by line like this: .fctbNone{ color:#e0e0e0; }.fctbStyle0{ color:#adff2f;font-style:oblique; }.fctbStyle3{ color:#ffd700; }.fctbStyle5{ color:#ee82ee; }.fctbStyle4{ color:#00bfff; }.fctbStyle2{ color:#ffa500; }.fctbStyle1{ color:#00ffff;font-weight:bold; }.fctbStyle1Style3{ color:#00ffff;font-weight:bold; }.fctbStyle2Style3{ color:#ffa500; }.fctbStyle6{ color:#ff6347; }.fctbStyle0Style6{ color:#adff2f;font-style:oblique; }; < GAME TITLE >; < AUTOR > processor 6502 include "vcs.h" include "macro.h" ;---------- LABELS ----------;---------------------------- SEG ORG $F000Reset; Initialize TIA/RAM; ------------------ LDX #0 LDA #0 Clear STA 0,X INX BNE Clear ; Initialize Labels; ----------------- COMPILE_VERSION = NTSC NTSC =#1 LDA #%00000001 STA $82 LDA #$BC STA COLUPF LDA $82 STA CTRLPF ; Start Game; ----------StartOfFrame LDA #0 STA VBLANK LDA #2 STA VSYNC ; VSYNC Signal STA WSYNC STA WSYNC STA WSYNC LDA #0 STA VSYNC ; Vertical Blank LDX #0 VerticalBlank STA WSYNC INX CPX #37 BNE VerticalBlank ; Scanlines LDX #0IDIOT INX LDA #$C4 STA COLUBK STA WSYNC CPX #40 BNE IDIOT LDA #$C4 STA COLUPF LDA #$0 STA COLUBK LDA #%11111111 STA PF0 STA PF1 LDA #%10111111 STA PF2 MORAL INX LDA #$CA STA COLUBK STA WSYNC CPX #42 BNE MORAL LDA #%11100000 STA PF0 LDA #%11001111 STA PF1 LDA #%00011111 STA PF2CORAL INX LDA #$CA STA COLUBK STA WSYNC CPX #44 BNE CORAL LDA #%11000000 STA PF0 LDA #%10000111 STA PF1 LDA #%00001111 STA PF2NORAL INX LDA #$CA STA COLUBK STA WSYNC CPX #46 BNE NORAL LDA #%10000000 STA PF0 LDA #%00000011 STA PF1 LDA #%00000111 STA PF2STEVE INX LDA #$CA STA COLUBK STA WSYNC CPX #48 BNE STEVE LDA #%00000000 STA PF0 LDA #%00000001 STA PF1 LDA #%00000011 STA PF2PTEVE INX LDA #$CA STA COLUBK STA WSYNC CPX #50 BNE PTEVE LDA #0 STA PF0 STA PF1 STA PF2BIGB INX LDA #$CA STA COLUBK STA WSYNC CPX #110 BNE BIGB BIGBB INX LDA #$2E STA COLUBK STA WSYNC CPX #130 BNE BIGBB BIGBBB INX LDA #$2C STA COLUBK STA WSYNC CPX #150 BNE BIGBBB FED INX LDA #$0 STA COLUBK STA WSYNC CPX #192 BNE FED EndScreen LDA #%01000010 STA VBLANK ; Overscan LDX #0Overscan STA WSYNC INX CPX #30 BNE Overscan ; Next Frame ; ---------- JMP StartOfFrame ORG $FFFA .word Reset .word Reset .word Reset END Thanks all! But while I was continuing in the tutorials, I found that my original methodology isnt really going to work (or will it? please let me know!) especially working with a great deal of sprites and backgrounds. So, I have found that most people tend to do play fields more like this: .fctbNone{ color:#e0e0e0; }.fctbStyle0{ color:#adff2f;font-style:oblique; }.fctbStyle3{ color:#ffd700; }.fctbStyle5{ color:#ee82ee; }.fctbStyle4{ color:#00bfff; }.fctbStyle2{ color:#ffa500; }.fctbStyle1{ color:#00ffff;font-weight:bold; }.fctbStyle1Style3{ color:#00ffff;font-weight:bold; }.fctbStyle2Style3{ color:#ffa500; }.fctbStyle6{ color:#ff6347; }.fctbStyle0Style6{ color:#adff2f;font-style:oblique; }; < GAME TITLE >; < AUTOR > processor 6502 include "vcs.h" include "macro.h" ;---------- LABELS ----------;---------------------------- SEG ORG $F000Reset; Initialize TIA/RAM; ------------------ LDX #0 LDA #0 Clear STA 0,X INX BNE Clear ; Initialize Labels; ----------------- COMPILE_VERSION = NTSC NTSC =#1 LDA #%00000001 STA $82 LDA #$BC STA COLUPF LDA $82 STA CTRLPF PFG0 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010PFG1 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010PFG2 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010; Start Game; ----------StartOfFrame LDA #0 STA VBLANK LDA #2 STA VSYNC ; VSYNC Signal STA WSYNC STA WSYNC STA WSYNC LDA #0 STA VSYNC ; Vertical Blank LDX #0 VerticalBlank STA WSYNC INX CPX #37 BNE VerticalBlank ; Scanlines LDX #0 ;THIS AREA IS ENCLOSED FOR THE PASTEINGLDY #0Woah LDA PFG0,X STA PF0 LDA PFG1,X STA PF1 LDA PFG2,X STA PF2 INX STA WSYNC cpx #190 bne Woah;FINISH AREA LDA %00000000 STA PF0 STA PF1 STA PF2FED INX LDA #$0 STA COLUBK STA WSYNC CPX #192 BNE FED EndScreen LDA #%01000010 STA VBLANK ; Overscan LDX #0Overscan STA WSYNC INX CPX #30 BNE Overscan ; Next Frame ; ---------- JMP StartOfFrame ORG $FFFA .word Reset .word Reset .word Reset END So once I tested this I found that I only got some of the playfield filled, the other parts are random. why is this? Can it be fixed?
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