Hello all. To start things off, I originaly programed for the commodore 64 with basic and some ML. I then tried to understand some of the Apple II and commodore 128 basic vs. 8.00. I later took some classes in Assembler for the old popular motorola processor and at least passed my final for it. After this, I moved on to C++ and took a class in it as well. It sure seemed harder than I thought without line numbers LOL. And at this point, I tried about 1 or 2 years ago to learn (for God knows why (on my own)) the ML virtual command set for the standard of DVD players in hopes to use it to create decent games for home DVD players. And finally this led me here. I have been out of practice coding for some years now. I have repeatedly read through the tutorial workshops and such but haven't been able to get started coding. Basicaly because I can't seem to find the kind of code editor I want to use in conjuction with DASM. I was wondering about a no frills code editor that will interface directly with DASM and the emulator of choice. As for the debug mode in Stella, someone said use ~, but I am just an idiot and can't seem to get the clock by clock process to work. Just want some help geting started. I have a great, albeit complicated game idea that I would like to have a crack at.
For this game, I have designed its working around the Atari architecture and in the process, wanted the challenge of taking on one of the harder things to get the Atari to do.... sidescroll. This may not be such an issue being that the game scrolls very slowly. And asymetrical play fields are only located on the top and bottom of the gamefield area. I also thought about another thing that could help for needing extra clock cycles to preform certain tasks and that is doing it in widescreen. In effect, have the top and bottom 6 lines or so do nothing graphicaly being the background is black. I would still conform to the necessary scanline needs but keep the graphics confined a little more tward the middle. I feel that for this game, sub kernels are the key and branching kept to a minimum so the stack doesn't overwhelm the memory.
For the center of the screen where most action takes place, (lots of horizontal scrolling) The background registers in the TIA are just repeated on the right so there is no refresh of them for the right side and they are not refreshed at all untill every fourth scanline. I am hoping that this will give me plenty of room to display several sprites, balls, and missles over the majority of the middle of the screen. This is going to be hard but I frown on sayings like "It can't be done" I still want to try. This is actualy a clone of a very popular arcade game from the 16 bit era and I think with tons of elbow grease, the atari can pull it off. If anyone can help get me started coding, I will tell you which game it is.
Many thanks in advance
(I'm only asking for help seting up my environment on my PC so I can get started, not help coding the game, unless you find it intresting to assist)