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Mord's Blog

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About this blog

I'm really not sure what I'll use this blog for so I should probably leave this blank, but that would require backspacing. Much easier to just hit a period and stop typing.

Entries in this blog

Collision Detection Rewrite

For budding 6502 programmers.     ldx #7 ; We load the Collision Pointer. lda (SpriteP1_SpriteDataPtrLow),x ; sta Collision_PtrLow ; ldx #9 ; lda (SpriteP1_SpriteDataPtrLow),x ; sta Collision_PtrHigh ; jmp (Collision_PtrLow)   This code compiles with dasm just fine.   But it is INCORRECT. To get the proper addressing mode, you must use the Y instead of the X. Something I keep forgetting to double check since dasm won't break down on me when it compiles. I just spe

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Mord

Progress!

As the screenshot shows, I've fixed a couple of things from version 0.013 already.   1. The Object Manager is in place. This is the Real Deal. Although it will need a couple more tweaks and I'll probably try to make the code a bit more compact, this code is probably going to be used from this point on. It cycles through the list of existing objects, and selects up to 2 to display on the screen. If it finds 0 or 1, it'll make 1 full run through the list. If it finds 2, it'll also update it

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Mord

Action RPG v013. Finally.

Spent about 4 hours today hunting the code for what was causing problems with the glitches. As per the replies I got in the Atari 2600 programming forum, the glitches were being caused by the routine I was using to clear main ram. It simply wasn't doing what I thought it was doing, and since it was copied code I didn't suspect it as a problem. Since I'm positive I copied that code with copy/paste, I guess I copied it from one of the chapters that had an error in it. The proper routine (8 byt

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Action RPG Buggy Rom

Here's the rom of the elusive pseudo-random bug. I tested it on the krok cart and while the data was wrong still, it remained constant all the time. Probably an effect of how the superchip is done on the krok.   To see the bug in action on the emulator (I've just been using Stella) start the emulator, start the rom. Notice the weirdness regarding the player. You should just be seeing a single copy of the missile sprite for the player in a squarish formation. Offhand not sure what the colo

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Music Link Time

Oh Hi Thar. I thought since I'm listening through the songs on his site again, that I'd drop a link to Jonathan Coulton. Good songs, much fun.   Still haven't had a lot of luck with the rom, although been editting it for a few little errors here and there. I'll dig up and post the last rom that shows the problem tomorrow so others can see why it's driving me nuts.   Hm. Krokodile Cart supports Superchip carts iirc... I should try it on real hardware to see how it behaves on the 2600...

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Delayz

Z's are always hip.   Problems propped up with my object code test, from the superchip detection to something causing it to read the zero page for information. Thus, no rom over the weekend.   I'm probably going to attempt to work on the rom's organization a bit this week and re-examine the new code I had prepared. Right now I think I'll try to find the isolated code segments (Vblank code, Overscan code, the collision detection code, etc) and move them into their own files and have the

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[Action RPG] Prelude to Version 0.013

Working away at version for 0.013 and since I'm running away from the code I'll give a general idea what I'm planning on having this release do when I'm finished.   The display has been lightened up some already, but it's looking like trying to iron out timing issues with branches crossing page boundaries is going to be a nightmare. I did a manual count of the bytes to see how things would fall. As it turns out there was a branch crossing right on the boundary. When I did a little moving of

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Mord

[Action RPG] Display Kernal Lite

I've been wracking my brain in hopes of having a new way to do Action RPG's display kernal to save space. Manually counting up the the byte requirements, the display kernal requires about 689 bytes. Could be a bit more. Could be a bit less. But 689 is a lot, especially when you consider it's a 5-stage display kernal. I wanted to find a way to reduce that, hopefully drastically. If I could get it to fit in 512 or less bytes I'd be happy. But that means I needed to find a way to drop some o

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The move is finished, and now on to vacation!

For info on my wonderful week of the move, see here . I don't feel like retyping and whatnot.   One thing I will add however is that during the move my 250gig maxtor harddrive which was put in an external usb drive kit had fallen on the pavement while putting it in the car. Lots of dust apparently spewed out of it according to my sister. I was ready to write it off as dead, but when I finally got power back and hooked it up, it apparently still works fine. It's mostly a backup drive anyway

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Moving and Homebrews

Nearly time to go sign the lease and get the keys for the new apartment (on friday). Haven't heard back from them, so that's a Good Thing. (The appointment to get the keys is already set as a given, so long as there were no problems with the application at which point they'd call me. And as they said before, they aren't expecting problems.) Later today when I wake up I'm going to see about making sure some relatives are willing to help me move my stuff over the last week of the month so to h

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Apartment Hunts

It's possible that I've got a new apartment to move into for the end of the month now. Damage deposit etc all paid, so unless they have issues with the application it's a done deal. They seemed to be ok with it and aren't expecting any problems at least, so I'm going to pray everything works out as planned. I'd rather worry about how I'm going to move and when, rather than the Where. (And seriously, if they take longer than friday to get back to me about it, it's really going to screw over my

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Pac man and obesity?! OF COUSE!

What say we sue pac man for the current state of growing obesity in north america? The subliminal messages of "eat until you burst" through the last generation is just unforgivable!            

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Mord

(Action RPG) Version 0.011

As "punishment" for falling behind on my code, here is a zip containing binaries, screenshots, and source code for Version 0.011 of Action RPG as it stood prior to me adding in bankswitching. I'm aware of inefficient code and excessive - and not always correct - comments. So anyone using the code for their own nefarious purposes keep in mind there are likely more efficient methods and don't always listen to the comments. Except with respect to the nop. It does in fact look darn purdy.  

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Is it safe to say I'm on the road to recovery?!

Caffeine free for almost 3 weeks baby!   I'm sure the stores have noticed a change in my purchases by now. Especially the clown. I was getting fed up with the employees trying to predict my (fairly predictable) order anyway - especially since they would routinely screw it up.   I'm hoping Al can get the attachments working so I can apply "punishment" for falling behind in my action rpg coding. (And the upcoming move isn't going to free up a lot of time for it either. )   -- Mord (I u

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Back to code.

Maybe it's the sudden intense 15 degrees celcius outside yesterday, but I picked up the codebook again tonight along with putting more effort into the last couple map redos I'm doing for Scrapyard Dog. (only 3-3 left! yay! ... I thought I had more than just 2 to do for some reason, probably what helped procrastinate on it. )   Codewise, I just started hacking into a flicker routine for Action RPG. There's a limited number of objects to check for with the item/monster setup I have in mind a

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It's time for a change!

... of budget!   Seriously, I have to beat this stupid spending habit I have for junk food and fast food etc.   It's not a good thing when the local Dairy Queen knows what the "Usual" is. Sitting down and just doing a few quick calculations kind of made my heart jump a bit, even as I reached for the diet cola.   And so hopefully I'll be able to sit down and write out a few changes to my spending pattern while allowing for other things to continue. For instance, I really have to

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OH EM GEE.

It's the 16th and I haven't made a post yet this month?   Well, I guess that's bound to happen when I'm not doing serious coding. I have, however, been somewhat productive overall. Only 3 levels left to map out for Scrapyard Dog (4-3, 5-3, 6-2) - I've actually gotten a bit faster with doing them compared to way back when I was doing level 1-1. I'm not anticipating problems with 6-2, although the x-3's are going to be a pain I'm sure. Hopefully I'll be able to finish all 3 tomorrow.

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Projectz

Spent precious little time on the rom this month. Most of the (free) time I have has been split between the Scrapyard Dog Project, Ar tonelico, and working on my Aardwolf Area on their builders port.   I have been sitting down and thinking about how I want to handle objects and monsters in the game, but haven't decided on a method just yet. Since most objects will go into inventory and can't be stolen, things can be compacted a bit by declaring various things "regional" to a specific portion

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I'm a slow programmer.

That subject works on so many levels.   Anyway, I sat down and patched the relative exits for the proper detection of the Zero Nybble case. No bugs or troubles in adding it. I altered room 6 so that it used relative exits for the dead exits instead of normal exits in the main rom. Since there's literally no visible change to the player (... again. ) I'm not going to bother posting the rom this time.   The rest of this week is going to be split up between thinking about items/mobs an

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(Action RPG) 8K.

Bankswitching implimented, correctly this time. It does a little jumping around for the second-portion of the Variable init. I noticed there's an issue with the sprites displaying properly however (actual sprites 0 and 1, the robots) They work fine if they're set to either even or odd but show the wrong (but predictable and I know where) data if it's the opposite. This is caused by the double-scanline approach I took and interweaving of the sprites for space. I had thought I applied a fix to

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Scrapyard Dog

Haven't been working on the rom lately much, despite knowing what I need to do to finish the bankswitching glitch. With the spare time I've had I've been trying to work on an area I was building for a MUD called Aardwolf. (http://www.aardwolf.com/) The area has been on the builders port since like... 2001. The person I was building it with vanished, probably for good at this point since it's been over a year now. Most of it was done prior to 2002, there's just been extended interruptions/

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Still workin' on it.

Bankswitching can be a pain. Or more accurately, my failure to preplan it better. Haven't gotten it compiled yet as I've had to overcome various compiler errors caused by label-dependant code being in the wrong bank. So been moving those things around etc. I think the last thing I'll have to change before it'll compile will be a way to jump into the roomloader bank when it detects a new room to be loaded. Already got a good idea of how I'll do that.   I think I have Dynasty Warriors 5 Emp

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Bankswitching

Started work on converting the rom to an 8k as per my initial plans. Just pondering exactly how to set things up and I've changed my mind on the setup/naming strategy a few times already.   That, and Dynasty Warriors 5 Empires, are what's taking me so long to update.   Either way work is continuing now but updates of any sort might not show until the weekend. One thing I HAVE done is remove the variable and constant declarations I'm using and moved them to their own .h files so I

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Mord

new mp3 player

I broke down and bought a new (cheapish) mp3 player to listen to at work. I've been using my failing cd/mp3 player (uses cd-r's) for a while since the last mp3 player started to break down in the earphone connector. overall it was just 10 dollars more expensive than the last one but I don't really expect it to be much better than the old one. Still, this one wasn't on as big of a sale as the last one when I bought it so... Listening to the sound on it, it seemed to be about the same as the o

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Mord

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