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Port 5200 Pitfall II to 2600?


Susuwatari

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Oops...correction:

There is no map data. The game uses an algorithm to create the screen value...whose bits determine what is there. This algorithm uses a "random" seed value...and is constructed in a way to be reversable through the 256 screen values (so by travelling left or right, you will reach the starting screen 256 screens in either direction).

Therefore, to create a seperate game map, you would need to change this algorithm or its seed value.

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There's currently no way to reproduce Pitfall II cartridges (and probably won't be for a while, if ever). So you'd only be able to play it on emulators, in which case I'd rather just play it on the 5200. Someone did try to hack the ROM into a new level layout at one point. Might be able to find it on Google.

 

-paul

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Well isn't the code totally different between the 2600 and the 5200?  

 

 

No. The 2600 version was directly ported to the 5200... and then modified for the different CPU. Because the programmer took the simple "cut and paste" approach, it gave him extra time to create the second game. Anyway, the result is that the 2600/5200 are nearly identical.

 

 

re: Making Pitfall 2 carts... would it be possible to make Pitfall 2 without the music co-processor? No music, but still the same game.

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Just give in and buy a 5200.  It's a superb system with an excellent library.  The extra level in Pitfall II is just extra icing on a large cake! :D

 

Yeah but then you'd still have to play through the first part of Pitfall 2 to get to the 2nd Quest. :ponder:

 

I like the idea of having a dedicated 2600 "Pitfall II- 2nd Quest" cart. :D Ahhh but only...... 8)

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Just give in and buy a 5200.  It's a superb system with an excellent library.  The extra level in Pitfall II is just extra icing on a large cake! :D

 

Yeah but then you'd still have to play through the first part of Pitfall 2 to get to the 2nd Quest. :ponder:

 

That's part of the fun of Pitfall II. :P

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Just give in and buy a 5200.  It's a superb system with an excellent library.  The extra level in Pitfall II is just extra icing on a large cake! :D

 

Yeah but then you'd still have to play through the first part of Pitfall 2 to get to the 2nd Quest. :ponder:

 

That's part of the fun of Pitfall II. :P

 

..which we've all done about a billion times :P

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I'm curious too, what else did that chip do? I thought it was only for music.

 

Since it'd be hard to add a second level, it may be easier to hack and make ithe second level on a stand alone cart rather than both levels on the same cart. Getting the enemies to behave in hacked version the same as 5200 version is another story.

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Oops...correction:

There is no map data.  The game uses an algorithm to create the screen value...whose bits determine what is there.  This algorithm uses a "random" seed value...and is constructed in a way to be reversable through the 256 screen values (so by travelling left or right, you will reach the starting screen 256 screens in either direction).

Therefore, to create a seperate game map, you would need to change this algorithm or its seed value.

 

 

Pitfall 1 does it that way. Pitfall 2 stores most of its level data in a more traditional way.

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I'm curious too, what else did that chip do?  I thought it was only for music.

 

Since it'd be hard to add a second level, it may be easier to hack and make ithe second level on a stand alone cart rather than both levels on the same cart.  Getting the enemies to behave in hacked version the same as 5200 version is another story.

 

David Crane explains this rather extensively in Stella at 20.

 

But in a nutshell, think of the DPC chip like a memory indexer for the 2600.

 

The 2600 is freed from having to manually increment indexes to memory. It can simply read from a fixed address and get back different data with each read. The DPC detects the read and exposes a new byte of data, like a stream.

 

That way the program kernel can be highly simplified, which frees up enough time to do more changes to the registers per screen/line.

 

In the case of the sound, because the graphics kernel is simple enough, the audio registers are fed with new values on every line also. Because a TV runs at 15KHZ, this is the resolution of digital audio data that can be delivered to the speakers, which is pretty high quality. The DPC produces the values which, collectively, sound like 3 notes mixed together at once, and in-tune, unlike the usual 2-voice out of tune music from the regular tone generators. Actually, I believe it's 3 tones on one voice, and the other voice is used for percussion.

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think of the DPC chip like a memory indexer for the 2600.  The 2600 is freed from having to manually increment indexes to memory.  It can simply read from a fixed address and get back different data with each read.  The DPC detects the read and exposes a new byte of data, like a stream.  That way the program kernel can be highly simplified, which frees up enough time to do more changes to the registers per screen/line.

 

Wow. And David Crane thought of this? Wow. He must be a genius.

 

What is David Crane doing now?

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