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Blogs

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  • Old School Gamer Review
  • The Mario Blog
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  • Blogpocalypse
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  • That's what she said.
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  • The (hopefully) weekly rant
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  • Marc Oberhäuser's Blog
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  • Guru Meditation
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  • Tezz's projects blog
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  • ¡Viva Atari!
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  • The hunt for the PAL Heavy Sixer
  • Liduario's Blog
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  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
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  • 8BitBites.com
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  • Lynx Links
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  • CorBlog
  • My Ideas/Rants
  • quetch's Blog
  • jamvans game hunting blog
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  • wibblebibble's Basic Blog
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  • The Golden Age Arcade Historian
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  • Bergum's Thoughts Blog
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  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
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  • HLO projects
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  • Gernots A500 game reviews
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Found 2 results

  1. ProcessJoystick: lda SWCHA sta Temp ; store Joysticks for later, ; going go be trashing the accumulator ldx #0 ; joystick counter PJLoop: cpx #1 beq LowNibble ; J1 already has bits in correct position lsr ; J0 needs to shift bits right 4 times lsr lsr lsr LowNibble: and #%00001111 ; we only want the low nibble xor #%00001111 ; flip bits so 1=direction held scb ; set carry bit? necessary? sbc #3 bmi MedSpeed ; must be going vertically sbc #2 ; all directions less than 5 aren't diag bmi FastSpeed ; probably going horizontally sbc #3 ; subtract 8 total beq FastSpeed ; going Right ; otherwise ... ; going diagonally lda Temp pha ; push it onto the stack lda Frame ; get the current frame and #7 ; if 8th frame, beq SlowMovement ; branch to rest of handler, like Collect Tutorial pla ; pull off stack lsr lsr lsr lsr jmp NextJoystick MedSpeed: lda Temp ; restore Joystick pha lda Frame and #3 beq SlowMovement pla lsr lsr lsr lsr jmp NextJoystick SlowMovement: pla ; pull back from stack FastSpeed: NormalJP: CheckRight asl bcs CheckLeft ldy ObjectX,x iny <compare with Arena size> CheckLeft: asl bcs CheckDown ... CheckDown: ... CheckUp: ... NextJoystick: inx cpx #2 bne PJLoop rts If I wanted to set the player speed based upon which direction the player is moving, how best to do that? Horizontally (fastest speed) Vertically (medium speed) Diagonally (slowest speed) I know of the Fractional/Sub-pixel movement. This doubles the RAM requirements for X,Y positions for each object. Essentially, you do 16-bit math on the positionX (onscreen) and the fractionalX (sub-pixel), and when the carry overflows into the onscreen Y position (P0_YPosFromBottom+1), the actual pixels get updated. I am still not sure In the example code, how I would modify it to identify the difference between moving vertical and moving vertically+horizontally simultaneously (diagonally). https://alienbill.com/2600/cookbook/subpixel.html ; for up and down, we INC or DEC ; the Y Position ;joystick down? lda #%00010000 bit SWCHA bne DoneMoveDown ;16 bit math, add both bytes ;of the ghost speed constant to ;the 2 bytes of the position clc lda P0_YPosFromBot adc #<C_GHOST_SPEED sta P0_YPosFromBot lda P0_YPosFromBot+1 adc #>C_GHOST_SPEED sta P0_YPosFromBot+1 DoneMoveDown lda #%00100000 ;Up? bit SWCHA bne DoneMoveUp ;16 bit math, subtract both bytes ;of the ghost speed constant to ;the 2 bytes of the position sec lda P0_YPosFromBot sbc #<C_GHOST_SPEED sta P0_YPosFromBot lda P0_YPosFromBot+1 sbc #>C_GHOST_SPEED sta P0_YPosFromBot+1 DoneMoveUp In the Collect Tutorial, the speed is modified by reading the joystick button. It uses a similar approach to handle directional movement as the example above. It left-shifts the SWCHA bits into the carry flag, and then processes each individual direction. Instead of setting the speed via a fractional X/Y position, it checks the current frame and only processes movement if the frame is divisible by 8 (about every 133 millisecond ) My guess is that before I start processing the individual directions RLUDxxxx, I need to determine if the player is moving Diagonally, Vertically, or Horizontally. Since the Atari sets bits as 0 when that direction is held (which does seem backwards), I would need to read SWCHA, store it (so it can be restored when processing the other joystick), set a counter for JoystickNo (X reg), shift-right if processing J0, then AND it with the P1 bitmask (P1_MASK = #%00001111, then XOR with the same mask to get bit=1 (true) for holding that direction. LowerNibble possible Joystick Values, (after AND + XOR) #%1010 - 10, RU-diag, slow speed #%1001 - 9, RD-diag, slow speed #%0110 - 6, LU-diag, slow speed #%0101 - 5, LD-dish, slow speed #%1000 - 8, R, fast speed #%0100 - 4, L, fast speed #%0010 - 2, U, med speed #%0001 - 1, D, med speed #%0000 - 0, not moving (Other impossible combinations, without special controllers) At this point I see two possibilities Poss1 - I should be able to use the lower nibble as a pointer offset to a speed table of possible speeds. (Not sure if I need a table that is 16 bytes or 11 bytes. 11 is the maximum when dealing with normal controllers since some joystick combinations aren’t possible). The table could have fractional speeds (so once again 2-bytes for each speed (20 total ROM bytes), and 4-bytes for each object. (X,Y and fractional for each). Poss2 - I can do what was done in the Collect Tutorial. Instead of saving the speed values, check the current frame and only process joysticks on frames divisible by some number (2^x-1 for best results). I can have conditional branches that first check if we are moving Up/Down (conveniently, this means low-nibble < 3) {only process every 4th frame}, then check if low-nibble is >4 (all low-nibbles 5 or greater are diagonal with the exception of Right = 0x08) and not exactly 8 {only process every 8th frame}, all other conditions {process every 2nd frame}. This should conveniently handle impossible joystick combinations. Code at TOP (seems to be full of errors. I must not be pushing/popping from the stack properly. I also seem to be controlling P0/P1 with the same controller)
  2. Hi, If I put this in RXB in Classic99, I would expect it check for Keyboard L Line and Joystick Left Input. I am interested in Joystick Input in this test case. 100 CALL IO(2,16,8,A,B) 110 CALL HPUT(2,1," ",2,1,A,4,1," ",4,1,B) 120 GOTO 100 I have connected an actual Gamepad to the USB Port and have configured it in Classic99 for Joystick #1. According to Tech Data Manuals, the TMS 9901 has Address: >0008 CruBit: 4 9901: INT4 Pin: 8 Function: Keyboard L Line, Joystick Left. For me the result is that the Joystick movement and the Button has no impact on A and B values. They keep showing 226 and 255. So I wonder what am I doing wrong? Or is it a limitation of the Emulation in Classic99 or a bug in CALL IO? There are so many things to consider: Alpha Lock Bug, 99/4 vs 99/4A Keyboard, 5 Keyboard Modes, Infrared Analog Joysticks in the System Software and Documentation, Wired Joysticks. There is a SCAN Routine in GPL and one in Assembler, there are certain locations in Ram that store the XPOS and YPOS from the Joystick. ... Can anyone give me some hints here?
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