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Everything posted by zilog_z80a
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this is crazy, i'm looking since days and days, and nope!! there is no exclusive tutorial about dasm, there is the great tutorial by Andrew Davie about atari 2600, but there is no "exclusive" "dasm tutorial" this is so sad, there are a lot of good ideas not being fully explored with lack of examples, i would love to help doing some dasm documentation but i'm not a c programmer!! and i see... your post is from 2009, all this years with no new examples or tutorials about dams is craziness!!
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hi, i have found this, can you explain it later for me please? i think i'm using it wrong. i m trying to build a table(array) of macros. (i don't know if this is possible or not, there is no dasm clear examples or documentation in the internet about this, is so tedious!!) https://stackoverflow.com/questions/51217465/dasm-directives-pseudops TY IN ADVANCE.
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Completing the Guerrilla Jungle Game Finally, this Summer.
zilog_z80a commented on vidak's blog entry in vidak's Blog
go go go Vidak!! ty!! -
Atari 2600 Programming for Newbies - the book
zilog_z80a replied to Dionoid's topic in Atari 2600 Programming
i have orderer the old and new editions Andrew!! thank you DIONOID!! for all the work you did formating, etc with this new edition to be possible!!- 53 replies
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sorry i never saw the name selection process. regards.
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oh!! ty!
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This interesting 2600 Homebrew explenation
zilog_z80a replied to teh_supar_hackr's topic in Atari 2600 Programming
Thank you for sharing Darrell !! GOD SAVE The spiCe !! cheers!! -
spiCe
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same
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Hi vidak, the other day i saw your github and for your extension files i released that you use Gimp. i use Gimp too and Lubuntu Linux cheers!!
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Introduction: 2600 Programming for Newbies
zilog_z80a replied to Andrew Davie's topic in 2600 Programming For Newbies
great !! You can start Here!! http://atariage.com/forums/topic/33233-sorted-table-of-contents/ cheers! -
nice, very challenging!!
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wow
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Something is wrong with my Batari Basic.
zilog_z80a replied to Pixel Toad's topic in Atari 2600 Programming
is it working now? were the attributes? -
Something is wrong with my Batari Basic.
zilog_z80a replied to Pixel Toad's topic in Atari 2600 Programming
read only attributes in Batari folder installation? it's just an idea. -
First Steps ¿PYJAMARAMA & "Andrew Davie's Atari 2600 for newbies"?
zilog_z80a posted a blog entry in zilog_z80a's Blog
Remember, i was looking a tutorial about Atari 2600 programming.... my idea in that moment the same that now. YAY!! AYE!! WANNA KNOW HOW TO PROGRAMME A VCS PYJAMARAMA!!! i was a little less anxious than now, lol, and i think i was reading : Session 21: Sprites Started by Andrew Davie, Aug 20 2003 7:59 PM so... IS POSSIBLE TO READ A TABLE GRAPHICS?! WOW!! when i read the excercises on Session 21 i wasn't able to do them all, but.... that table thing..... wtf is a table?!! read a table? then i remember my hunger of code, just to see what is all this about, graphics....sound!! BUT HOW?!! (we are always on the run) then, i read code... and code and code, being a newbie is something stresant and sometimes even confusing. and may be--- that afternoon i found a table related to a playfield, then a playfield editor, so i think i found THE TABLE WORD. That was enough to lead me at google and search again about graphics. there it was, the SKIPDRAW thing!! jesus!! was too much for my newbie brain so in a matter of days i did at GOOGLE a new search . SKIPDRAW site:atariage.com SKIPDRAW couldn't use or understand it so i did it work my way, a bad and erroneous version of skipdraw, but it did work lol ...... the important thing was that I had learned my rainbow (from davie's tutorial) and my first graphic. funny to remember. pure anxiety -
some guidance, stuck with masked sprites
zilog_z80a replied to zilog_z80a's topic in Atari 2600 Programming
Hi ZackAttack, i will maintain all monochrome. will be a version near to zx spectrum in that aspect, in that manner i can do more logical at extended ram and less graphics repeated info. TY FOR YOUR INFO. cheers!! -
Hi to all the ATARI 2600 VCS community!! this it's gonna be a long journey (i hope), this borns a couple of years ago from a chat between me and my brother Piter. We were talking about Atari 2600 and in some part of the chat we ask our self... how would be look Pyjamarama for the Atari 2600? A silence be came to us.... ( https://en.wikipedia.org/wiki/Pyjamarama) the second question was... do you imagine that? --------- laughter ---------- Ok..... there i was, writing on google, atari 2600 programming tutorial then the Learn 6502 assembly in one step! then.... the Excellent Andrew Davie tutorial for newbies, etc. and here i'm, still learning and trying to do my best, i know that is not an easy task but i know too that impossible is nothing. now this days i'm reading the Frosty source code from the super cool Darrell Spice Jr Atari Programmer. by now i have some mock up done on real atari source code and running. i need to learn about bands and screen sectors. all in a time was to imagine about how something is done, and once in the real thing... the thing is to adapt our mind to get it thrugh the Atari 2600 way. all here is a constant metamorphosis between what we thought and what really is. will write later, thanks to all!!
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some guidance, stuck with masked sprites
zilog_z80a replied to zilog_z80a's topic in Atari 2600 Programming
Hi Vidak!! i will use sectors with an asymetrical playfield 1LK (2LK ENLARGES MY SPRITES A LOT), two sprites (one masked). if i try to use two masked nothing fits.... or if i retire STA WSYNC in kernel loop my asymetrical playfield gets all lines in a no sense offset. i was thinking yesterday about Frosty and Sierra Maestra, if sectors works for me, great, if not i will need to use c programming dpc+arm. ty Vidak. ps (my playfield is 127 lines) will do several sectors of this i think.... characters animation is already done but i don't use it in tests. -
Hi, i did a kernel of 60 scanlines, and there is the same issue. i think i must study more, i'm totally bump with this. i have near two years learning and learning. pls i need a page (s.o.s.) to learn more about masking Thomas, a step by step, if you can give me some url i will be really happy. tnx. for all Thomas. ps: cannot use switch draw, flip, do ... etc.... there is 6 writes to playfield, i cannot avoid it.
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Hi Thomas, thank you very much for this info and the time you has put for me to learn!! I'm still a relatively newbie, so there are subjects that i haven't cover in stella or asm coding, with your info in mind now is a new brick in all this nice puzzle. i have in mind to use sectors (or bands) and with this a little less padding, ok... and more memory... but i see this you have teached me... amd thanks to you i know that at least i can use six writes to playfield and two sprites per line. without this my project would be IMPOSSIBLE. ty again for all, i will rethink anyway all this info. cheers!!
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Sorry Thomas, this answer is too advanced for me is there some explanation for dummies? i can learn if you can please tell me in a more simple way or how to recognize this, i cannot understand why this is happening. i swear i have opened my stella debugger but i'm not able to see this. ty in advance.
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. . Hi Thomas, this is the code . . processor 6502 include "vcs.h" include "macro.h" JOY0_RIGHT equ 128 JOY0_LEFT equ 64 JOY0_DOWN equ 32 JOY0_UP equ 16 seg.u variables org $80 mask0 ds 2 mask1 ds 2 Player0PTR ds 2 Magnet_PTR ds 2 Player0X ds 1 Player0Y ds 1 Player1X ds 1 Player1Y ds 1 time_of_jump ds 1 seg code org $F000 Start CLEAN_START LDA #$0 STA COLUBK LDA #$40 STA COLUPF lda #$1E sta COLUP0 sta COLUP1 lda #0 sta time_of_jump lda #140 sta Player0Y lda #70 sta Player0X lda #14 sta Player1Y MainLoop LDA #2 STA VSYNC STA WSYNC STA WSYNC STA WSYNC LDA #0 STA VSYNC jsr VerticalBlank jsr Test0Left jsr drawscreen jsr Boundries lda Player0X jsr HorizPositioning sta WSYNC sta HMOVE jsr do_overscan jmp MainLoop VerticalBlank LDA #46 STA TIM64T LDA Magnet_L SEC SBC Player1Y STA Magnet_PTR LDA Magnet_H SBC #0 STA Magnet_PTR+1 LDA Rectangle_L SEC SBC Player0Y STA Player0PTR LDA Rectangle_H SBC #0 STA Player0PTR+1 LDA #<Mask_magnet SEC SBC Player1Y STA mask1 LDA #>Mask_magnet SBC #0 STA mask1+1 LDA #<Mask SEC SBC Player0Y STA mask0 LDA #>Mask SBC #0 STA mask0+1 LDA #%10000000 BIT CXPPMM BEQ NoCollision LDA Player0X STA COLUPF NoCollision ; STA CXCLR rts drawscreen waste_blank LDA INTIM BNE waste_blank sta VBLANK LDY #63 kernel_0 sta WSYNC dey bne kernel_0 LDY #127 kernel_loop sta WSYNC lda (Player0PTR),y and (mask0),y ldX PLAYF0 stX PF0 ldx PLAYF0 stx PF1 sta GRP0 ldx PLAYF0 stx PF2 ldx PLAYF0 stx PF0 ldx PLAYF0 stx PF1 lda (Magnet_PTR),Y ldx PLAYF0 stx PF2 and (mask1),y sta GRP1 dey bne kernel_loop LDA #37 STA TIM64T lda #2 sta VBLANK rts Test0Left lda #JOY0_LEFT bit SWCHA bne Test0Right dec Player0X Test0Right lda #JOY0_RIGHT bit SWCHA bne boton inc Player0X boton bit INPT4 bmi cae1 lda Player0Y cmp #1 bne cae1 ldx #24 JUMP_LENGHT inc Player0Y dex bne JUMP_LENGHT cae1 lda Player0Y cmp #1 bne cae2 jmp J0Test_Over cae2 dec Player0Y J0Test_Over rts ;------------------------------------------------ Boundries SUBROUTINE lax Player0X cmp #158 bcc P0XLow lda #158 sta Player0X P0XLow cpx #6 bcs BTest_Over lda #6 sta Player0X BTest_Over rts HorizPositioning SUBROUTINE sec sta WSYNC .divideBy15 sbc #15 bcs .divideBy15 eor #7 asl asl asl asl sta HMP0 sta RESP0 rts do_overscan OverScanWait LDA INTIM BNE OverScanWait rts Magnet_L: .byte #<MAGNET_TABLE Magnet_H: .byte #>MAGNET_TABLE Rectangle_L: .byte #<Rectangle_table Rectangle_H: .byte #>Rectangle_table ALIGN 256 MAGNET_TABLE: .byte #%11000011 .byte #%11000011 .byte #%00000000 .byte #%11000011 .byte #%11000011 .byte #%11000011 .byte #%11000011 .byte #%11100111 .byte #%01111110 .byte #%01111110 .byte #%00111100 .byte #%00011000 align 256 ds 90, #0 Mask: ds 37, #$FF ds 90, #0 ALIGN 256 ds 115, #0 Mask_magnet: ds 12, #$FF ds 115, #0 align 256 Rectangle_table: .byte #0 ds 36, #$FF ALIGN 256 PLAYF0 .byte #%10101010 org $FFFC .word Start .word Start END . . Attached RECTANGLE DAY SOURCE: http://atari.rf.gd/RECTANGLE_DAY.asm
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hi, it's my imagination or when i put just one time in a scanline this... each instruction takes 5 cycles lda (Ggraphic0),y ;5 cycles lda (Graphic0Mask) ;5 cycles . . but.... in a single scanline IF I PUT THE SAME TWICE... THEN EVERY INSTRUCTION (or three) TAKES 6 CYCLES, WHY IS IT? lda (Ggraphic0),y ;6 cycles lda (Graphic0Mask) ;6 cycles lda (Ggraphic1),y ;6 cycles lda (Graphic1Mask) ;6 cycles . . cheers. ps: there is no crossing pages in my graphics all of them use ALIGN 256 and have less than 256 lines.
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some guidance, stuck with masked sprites
zilog_z80a replied to zilog_z80a's topic in Atari 2600 Programming
Hi Darrell, i was trying to use a 2lk kernel for my port of the game, but the sprites become larger... too much for my taste. i though that i could combine 2lk with SECTIONS so now... i'm reading about your Stay Frosty and once i have understood all... will proceed to try again a (1LK+SECTIONS) for my purposes. cheers.
