bastetfurry Posted January 3, 2014 Share Posted January 3, 2014 Got my first ASM Kernel working, in Stella that is, and would love a code audit. I copied over the sprite x-positioning from the tutorial and looked at the asymetrical playfield tutorial, the rest is by myself. The source in the ZIP is in ACME format, the addresses and names in the INCs are straight from the official programmers manual. bf.zip 2 Quote Link to comment Share on other sites More sharing options...
johnnystarr Posted January 3, 2014 Share Posted January 3, 2014 Looks pretty good man. I noticed if you scroll the character across the screen horizontally the color mode goes to black and white. If this is unintentional, you might have some self-modifying code somewhere? I like what you did the the playfields. Looks like you are on the right track. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted January 3, 2014 Share Posted January 3, 2014 Good work! Let's see how you do in the intermediate levels where you must create a game using interlacing: http://www.atariage.com/news/Interlacing/ Quote Link to comment Share on other sites More sharing options...
enthusi Posted January 3, 2014 Share Posted January 3, 2014 (edited) Hey Bastetfury! Nice one And eeeek.... dont go for interlace ) Just my personal opinion. To me the very point of going the hard road (pure assembler) is the ability to avoid flickering as long as possible, hehe. Edited January 3, 2014 by enthusi Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted January 3, 2014 Share Posted January 3, 2014 I was just joking around. Sorry When I get serious about assembly myself I think I'll start with Mr SQLs work http://atariage.com/forums/topic/203463-abstract-assembly-development-kit/ 1 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted January 3, 2014 Share Posted January 3, 2014 Welcome to the "real" coders club! The x-positioning has problems, because you forgot to use CLD at initialization. You use a lot of comments and cycle counts. This is very good. The labeling is a bit odd for my taste. Personally I use mixed case starting with a lowercase character for ZP-RAM and starting with an uppercase character for ROM addresses. Constants are all uppercase (with "_" for structuring). Well, if there are constants. I urge you to use them, this makes changing the code later much easier. Also you should use local labels starting with a . inside SUBROUTINEs. So that you don't have to make up new label names all the time. BTW: Why e.g. COLLUPPF instead of COLUPF? Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted January 4, 2014 Share Posted January 4, 2014 Nice start. It reminds me of when I began and kinda makes me want to resume coding again ... Quote Link to comment Share on other sites More sharing options...
bastetfurry Posted January 15, 2014 Author Share Posted January 15, 2014 (edited) Looks pretty good man. I noticed if you scroll the character across the screen horizontally the color mode goes to black and white. If this is unintentional, you might have some self-modifying code somewhere?Nope, just not checking if the player left the playfield. This was just quickly implemented to see if the sprite moves right. Welcome to the "real" coders club! Heh The x-positioning has problems, because you forgot to use CLD at initialization.Gotta check that... You use a lot of comments and cycle counts. This is very good.Quite normal for me when i do assembler stuff. Otherwise i would load it up in a week and forgot what the heck i was doing there anyway. Also you should use local labels starting with a . inside SUBROUTINEs. So that you don't have to make up new label names all the time.Hmm, good idea. BTW: Why e.g. COLLUPPF instead of COLUPF?Because i copied that stuff from the original Stella programmers guide. I want to make this a game release for Revision, might not make the first place, but whatever. @Enthusi: Interesting where you find people. Edited January 15, 2014 by bastetfurry Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted January 15, 2014 Share Posted January 15, 2014 Welcome to the "real" coders club! Bah! Real coders hardwire their machine language directly to hand etched boards. DASM is just a crutch. 2 Quote Link to comment Share on other sites More sharing options...
bastetfurry Posted January 15, 2014 Author Share Posted January 15, 2014 And now i want to see a game cart with a big breadboard attached to it full of doides that make the game. =] 2 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted January 15, 2014 Share Posted January 15, 2014 Because i copied that stuff from the original Stella programmers guide.It is better to adapt to common naming standards (see vcs.h). Else (e.g. in case you ask for help) it will makes things just more difficult. Quote Link to comment Share on other sites More sharing options...
+nanochess Posted January 15, 2014 Share Posted January 15, 2014 Bah! Real coders hardwire their machine language directly to hand etched boards. DASM is just a crutch. Real coders sometimes work only with zeros and ones, and sometimes only with zeros... And now i want to see a game cart with a big breadboard attached to it full of doides that make the game. =] I always wanted to do something like that , 16 bytes with a 74154, maybe using 16 74154 and a 256 byte minigame 3 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted January 15, 2014 Share Posted January 15, 2014 ...and a 256 byte minigame That is mini! 1 Quote Link to comment Share on other sites More sharing options...
Kylearan Posted January 15, 2014 Share Posted January 15, 2014 I want to make this a game release for Revision Hooray, even more VCS stuff for Revision! Quote Link to comment Share on other sites More sharing options...
jdrose Posted March 19, 2014 Share Posted March 19, 2014 "It is better to adapt to common naming standards (see vcs.h). Else (e.g. in case you ask for help) it will makes things just more difficult."Good advice. Quote Link to comment Share on other sites More sharing options...
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