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blakespot

framed distellamap 2600 ROM rendering print

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I gather that bankswitching isn't taken into consideration, so Raiders would be missing some key jumps (that lead to other jumps/branches/etc). The same probably goes for indirect jumps/returns, so the 4k Alien would also be missing most of the program (for example). These problems could be fixed if the program allowed parameters to be manually passed/entered.

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This is the original site, btw.! ;)

 

http://benfry.com/distellamap/

Interesting. He speculates that Pac-Man was the most complex-looking because of the ghosts' AI, though in reality the apparent complexity could just be bad programming...

 

It's cool, nonetheless.

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Interesting. He speculates that Pac-Man was the most complex-looking because of the ghosts' AI, though in reality the apparent complexity could just be bad programming...

 

It's cool, nonetheless.

...Fitting any of these games' code AND graphics into 4096 bytes, well, I'd call that miraculous more than bad programming.

 

 

 

blakespot

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Interesting. He speculates that Pac-Man was the most complex-looking because of the ghosts' AI, though in reality the apparent complexity could just be bad programming...

 

It's cool, nonetheless.

...Fitting any of these games' code AND graphics into 4096 bytes, well, I'd call that miraculous more than bad programming.

 

 

 

blakespot

Naah... Several of us here have written 2600 games in 1024 bytes.

 

My point was that Pac-Man just has more branches so it appears more complex. More creative 2600 programming might use fewer branches and more calculation/tables.

Edited by batari

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Interesting. He speculates that Pac-Man was the most complex-looking because of the ghosts' AI, though in reality the apparent complexity could just be bad programming...

 

It's cool, nonetheless.

...Fitting any of these games' code AND graphics into 4096 bytes, well, I'd call that miraculous more than bad programming.

 

 

 

blakespot

Naah... Several of us here have written 2600 games in 1024 bytes.

 

My point was that Pac-Man just has more branches so it appears more complex. More creative 2600 programming might use fewer branches and more calculation/tables.

 

I dunno...spaghetti code is pretty complex to weed through ;)

 

Complex = hard-to-follow

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I wonder what Dennis' version of Pac-Man would look like, in comparison. :ponder:

Yes, I would like to see some homebrews like this.

 

To bad, that the tools seems not to be public available. :sad:

 

BTW: Does it handle code like "lda <Table" correctly too?

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