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Found 2 results

  1. I'm trying to write to the player data area If I look at the list file for the player color statement I see 2323 30cf .L0107 ; player8color: 2324 30cf 2325 30cf a9 02 lda #<(playerpointers+32) 2326 30d1 8d 50 10 sta DF0LOW 2327 30d4 a9 02 lda #(>(playerpointers+32)) & $0F 2328 30d6 8d 68 10 sta DF0HI 2329 30d9 a2 b8 LDX #<playercolorL0107_8 2330 30db 8e 78 10 STX DF0WRITE 2331 30de a9 61 LDA #((>playercolorL0107_ & $0f) | (((>playercolorL0107_ / 2) & $70) 2332 30e0 8d 78 10 STA DF0WRITE so I set DF0 to $61B8 and try to write some data. nothing happens. before doing that I put the content of the player color pointer into the score and sure enuff it's $61B8 Where did I go wrong? (Yes there's a lot of cruft in here and I dimmed aliases for the data fetcher stuff that're more to my liking) set kernel DPC+ set tv ntsc set optimization noinlinedata dim sco1 = score dim sco2 = score+1 dim sco3 = score+2 dim sflg = temp1 dim insv = t dim count = b dim DF0LO = DF0LOW dim DF0 = DF0LOW dim DF0W = DF0WRITE dim DF0R = DF0DATA dim DF1LO = DF1LOW dim DF1 = DF1LOW dim DF1W = DF1WRITE dim DF1R = DF1DATA rem tmp is a 16 bit temp variable dim tmp = temp4.temp3 dim tmplo = temp3 dim tmphi = temp4 rem Plpt is player pointer temp where what goes in a rem player pointer can be manipulated dim Plpt = temp2.temp1 dim Plptlo = temp1 dim Plpthi = temp2 rem P5dpalo, P5dpahi, P5cpalo, P5cpahi are the address(es) rem of the pointers to the sprite data, colors const P5dpalo = <(playerpointers+ const P5dpahi = (>(playerpointers+) & $0F const P5cpalo = <(playerpointers+26) const P5cpahi = (>(playerpointers+26)) & $0F const P5ht = 8 rem P5dlo, P5dhi, P5clo, P5chi are the addresses of the beginning of the rem sprite data and color tables from the player shape and color declarations rem these are what the pointer to the sprite shape data and pointer to the rem sprite color data get initialized to by bB const P5dlo = $60 const P5dhi = $63 const P5clo = $A1 const P5chi = $63 macro x2 asm asl {1} rol {1} + 1 end end rem ************** bank 1 ****************** bank 1 temp1 = temp1 gosub setup bank3 c = $0A player8x = 80 : player8y = 80 goto b2 bank2 rem ************** bank 2 ****************** bank 2 temp1 = temp1 b2 DF0LO = $02 : DF0HI = $02 temp3 = DF0R temp4 = DF0R gosub display_16 main sflg = (INPT4 ^ $FF) & insv & $80 : insv = INPT4 if !sflg then draw c = c + $10 DF0LO = $B8 : DF0HI = $61 DF0W = c : DF0W = c : DF0W = c : DF0W = c : DF0W = c temp3 = c : temp4 = 0 : gosub update_score draw DF0FRACINC=128: DF1FRACINC=128: DF2FRACINC=128: DF3FRACINC=128: DF4FRACINC=255 DF6FRACINC = 255 drawscreen goto main update_score sco2 = sco2 & 240 : sco3 = 0 if temp3 >= 100 then sco2 = sco2 + 1 : temp3 = temp3 - 100 if temp3 >= 100 then sco2 = sco2 + 1 : temp3 = temp3 - 100 if temp3 >= 50 then sco3 = sco3 + 80 : temp3 = temp3 - 50 if temp3 >= 30 then sco3 = sco3 + 48 : temp3 = temp3 - 30 if temp3 >= 20 then sco3 = sco3 + 32 : temp3 = temp3 - 20 if temp3 >= 10 then sco3 = sco3 + 16 : temp3 = temp3 - 10 sco3 = sco3 | temp3 sco1 = 0 : sco2 = sco2 & 15 if temp4 >= 100 then sco1 = sco1 + 16 : temp4 = temp4 - 100 if temp4 >= 100 then sco1 = sco1 + 16 : temp4 = temp4 - 100 if temp4 >= 50 then sco1 = sco1 + 5 : temp4 = temp4 - 50 if temp4 >= 30 then sco1 = sco1 + 3 : temp4 = temp4 - 30 if temp4 >= 20 then sco1 = sco1 + 2 : temp4 = temp4 - 20 if temp4 >= 10 then sco1 = sco1 + 1 : temp4 = temp4 - 10 sco2 = (temp4 * 4 * 4) | sco2 return thisbank display_16 score = 0 if temp4{7} then score = score + 32768 if temp4{6} then score = score + 16384 if temp4{5} then score = score + 8192 if temp4{4} then score = score + 4096 if temp4{3} then score = score + 2048 if temp4{2} then score = score + 1024 if temp4{1} then score = score + 512 if temp4{0} then score = score + 256 if temp3{7} then score = score + 128 if temp3{6} then score = score + 64 if temp3{5} then score = score + 32 if temp3{4} then score = score + 16 if temp3{3} then score = score + 8 if temp3{2} then score = score + 4 if temp3{1} then score = score + 2 if temp3{0} then score = score + 1 return thisbank rem ************** bank 3 ****************** bank 3 temp1 = temp1 setup scorecolors: $06 $06 $06 $06 $06 $06 $06 $06 end player8: %11111111 %11111111 %11111111 %11111111 %11111111 %11111111 %11111111 %11111111 %11111111 %11111111 %11111111 %11111111 %11111111 %11111111 %11111111 %11111111 end player8color: $0A $0A $0A $0A $0A $0A $0A $0A $0A $0A $0A $0A $0A $0A $0A $0A end return I'm using Stella 3.7.2 If I can get that working the next thing I'm going to try is jimmy the score font for hex
  2. A lot of us 7800 fans hold the POKEY up in high regard because it's the sound chip we feel should've been standard with the 7800 in the first place or Atari [inc/Corp] should've included it in more titles. There's mods to add it to our 7800s, the Concerto, or a big reason to support the XM. However, the number of available POKEYs for use are dwindling and we have to compete with Atari arcade collectors and A8/5200 owners for those supplies. And the HOKEY solution hasn't been perfected yet. So why not use the DPC/DPC+ instead? It has an authentic Atari - via Activision - pedigree and receives support from the 2600 homebrew scene. Looking back, I'm rather dumbfounded why as to Activision didn't use their own chip in their post-Pitfall II 2600 - and 7800 - releases other than them pinching pennies. Same goes for Atari Corp. Thoughts?
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