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This is an awesome paper on computational math http://www.jjj.de/fxt/fxtbook.pdf Matters Computational Ideas, Algorithms, Source Code In depth explanations of various computational and math techniques, tricks, and gotchas. The first section deals with integers and binary and is totally relevant to 6502 programming. It's a great reference, getting into details of various math operations with an eye on pitfalls and optimization. ( Thinking of you [and DiMath] when I posted this Selgus! )
Vectrex Mail Plane cart recently purchased via the eBay listing 549642830355 will soon be posted as a ROM binary release on www.Vectrex.com. The game appears to be fully playable so far. Plays to the end. Plays to the Game Over after 5 crashes. Level Maps start differently. Controls work as expected. Definitely a better copy than one I currently have, and had made the ROM dump of a few years back. Please let me know if you find any issues after the posting. My thanks to Richard Hutchinson (www.Vectrex.biz) for supplying VecDump. VecDump provides an excellent method to retain the original cartridge state during data extraction. The the ROM is left attached to the board, and the shell is left intact as well during the process. An elegant solution for Vectrex specific game cartridge backups. Even more appreciated given that bit rot is a greater concern with older game carts using UV erasable EPROMS. These older carts (regular, fixes, and prototypes) are now well over the recommended 10 year interval for data refresh. Public Posting: December 1, 2013 on www.Vectrex.com. Please note the currently posted ROM (MailPlane.BIN) is the broken version from my dump of previous purchase. The new playable dump from the recent purchase will be named "Mail_Plane.BIN". My thanks to the two people who have already sent funds to assist in defraying my cost in acquiring the playable cart! Big hearts the both of you have!
I've been digging about on binary object files and how they are put together. There are the standard kind, and then some SDX specific ones. To start with, I want to ask a question about the standard ones. I understand they start with: FFFF then another word designating the start address to load into, then one more word with the end address. That's 6 bytes in that header. What I was wondering is if there are additional segments, do they all start with the same kind of 6 byte header, or do they just have the start and end address words and skip the FFFF. In other words, is the FFFF only at the start of the file but not on each segment?
hey guys, works been slow lately so ive been working on a hack, or to be more specific, a hack of a hack. the original hack was based on motocross, but the bike sprites had been replaced pod racers. its on JDD (http://jims_digital_domain.tripod.com/dwnloads.htm) if you want to have a look. Im taking it a step further by modifying all the other sprites (done) and changing the background (also done), but I also want to change the color of the sprites and background. witch is where im at a loss, ive made mods to games that use sprites in the past shure, (EX: chris sawyers locomotion) but in those games the sprite contained the colors used in it. on the Atari however, it seems the colors must be contained somewhere in the games code, and sense both the sprites and and all other code are in binary im having a difficult time finding what determines the color of the sprites. are there common locations in the bin to look for the colors, or are there any tools that can help me find them? I would appreciate any help, thank you.