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ultima

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Posts posted by ultima

  1. 7 hours ago, Karl G said:

    Here's some caveats that RevEng listed when he hadded 64K support to bB:

     

    N.B.: When building 64k roms with this version of bB...
    
    you must explicitly use "gosub label bank#" with "return otherbank".
    you must explicitly use "gosub label" with "return" or "return thisbank". (under 64k, "return" is the same as "return thisbank")

     

    Do you think this is related?

        Hey I didn't know about that thanks I need to have a look at the code again to make some changes.

     

       The problem I have is when the code is in the editor I can scroll down to bank 10 thru 16 and the banks ID in the right click menu only returns as bank 9.  It seems to also have problems compiling for trivial reasons might just have to go back to an earlier build but I can't figure out why , but I suspect a random keystoke ended up in there somewhere..so it might not be a problem.

     

    Didn't know if it was a common issue or an unreported bug. Anyway thanks  I'll have a look at the code and check my gosubs and try rebuilding it from the earlier working version.

  2. 3 minutes ago, Random Terrain said:

     

    If you click on the link, you should see this:

     

    tone-toy-2008-01.png

    Odd I grabbed the 2005 version but don't remember that version ever existing must have been a parallel universe mistake thanks RT

    • Like 1
  3. So I typed up Andrew Davies sample kernel and after insulting my anti-virus and some typo errors of my own I got it to compile. 

     

    Well it runs as shown in the document using z26 no problem, in Stella I got this as the result:

     

    kernel.png.f53d031bf0d4b425c25c69ffc61078cd.png did I need to set some defaults for it to display correctly?

  4. 15 hours ago, glurk said:

    Necro bumping this thread, and I'm not even a real 2600 programmer.  But just playing around, I came up with this "optimization":

    
       ORG $F0DD
    
    SetXPos    CPX   #2
               STA   WSYNC
               ADC   #0
               SEC
    .div15     SBC   #15
               BCS   .div15
               TAY
               LDA   $F000,Y
               STA   HMP0,X
               STA.W RESP0,X
               HEX 60 50 40 30 20 10 00 F0 E0 D0 C0 B0 A0 90 80

    Must start at xxDD offset, uses the $f1-$ff remainder in Y to directly load the fine offsets, and uses the $60 offset as the RTS.   I don't even know if this adds any value to the routine except making it bigger, LOL.  Maybe using a table might be faster under some circumstance?  I don't know.

     

    EDIT: Here's a "demo" using this routine and doing some weird stuff I've not seen done before...

    psy.bin 2 kB · 1 download

    woah how did you clear the ram here using ldx? 

  5. On 6/18/2021 at 10:08 PM, classicgamesnut said:

    The MiniVex TwinStick...it does have two thumbsticks, but might only qualify as semi-ergonomic.  (The extra buttons are for 7800 compatibility.)

    MV TS size comparison.JPG

    That was what I meant 1 controller with 2 thumbsticks and 2 buttons. I think if I gut that and build a housing in a sony dual shock ...

  6. Hi I'm having a look at some debugger disassembly and have a question ...

     

    here is the bB code:
       missile1x=0: missile1y=0: AUDV0=0: AUDV1=0: COLUBK=0
       pfscore1=%00000000
       pfscore2=%00000000
       score=000000
     player0:
     %00000000
    end
     player1:
     %00000000
    end

     

    the current asm looks like this

    lda #0

    sta ram_83

    sta ram_88

    sta AUDV0

    sta AUDV1

    sta COLUBK

    lda #0

    sta ram_F2

    lda #0

    sta ram_F3

    lda #0

    sta ram_95

    lda #0

    sta ram_94

    lda #0

    sta ram_93


     

    It seems wasteful to lda #0   6 times . So I wanted to remove the bB code and I wanted to change it to this:

     

     asm
     LDA #0
     STA ram_83
     STA ram_88
     STA AUDV0
     STA AUDV1
     STA COLUBK
     STA ram_F2
     STA ram_F3
     STA ram_95
     STA ram_94
     STA ram_93
    end

     

    But it seems I can't use the ram values as they show in disassembly am I missing something?

     

    **edit seems this did the trick and also saved about 34 bytes it also produced the asm as I hoped for.

     asm
     LDA #0
     STA $83
     STA $88
     STA AUDV0
     STA AUDV1
     STA COLUBK
     STA $F2
     STA $F3
     STA $95
     STA $94
     STA $93
    end
     

     

    • Like 2
  7. 7 hours ago, KevKelley said:

    Neat. I love how it goes up the stairs and my characters moves. I liked exploring. I did fall off the stairs in the building and kind of fell down and seemed stuck in the wall. 

    Hey KevKelley do you know which screen you were on when you fell off the stairs? I'll need to look into that before adding anything else, if the player does get stuck you can always go to inventory to exit game which is a soft reset.

  8. I like to think of a finite statemachine as a programs brain turned into a variable. Sections of code can then be activated by the current state of said variable thru a quick on...goto statement at the start of each page of code. Imagine a chameleon who has all colors stored in pages of code and for him to blend against another color he has to update that variable that accesses the code. Sorry that was a terrible example lol.

    • Like 1
  9. On 5/8/2022 at 1:58 PM, KevKelley said:

    I hadn't read any way to do this and was wondering if there is a way to count the bits in a variable, like see how many 1s or 0s are in it so that if I were to do something like flip some bits I could count just how many I turned on or off.

     

    One idea I had was to have a data table with each entry on the table a number from 0-8 so that if a variable is checked it would just pull the number from the data table to be used elsewhere in the program.  

    Not sure if I understand it but would it be possible to xor the bits without counting so it only flips the bits you need flipped? 

    Genericvariable= Genericvariable ^ %00010101 

  10.  I got the working copy on my Funkey S under the sdl retro app with the stella 2014 core. Worked out a inventory system this weekend then coded it this morning . Will continue on framework this week. Needs sound fx, the main game loop of events is soaking in my cranium to see where we start, end, and challenges in between. I suspect crossing the Euphrates will happen via Frogger-style or even Pitfall! perhaps. And I am also figuring out James request that the stairs are actually interactive you may even be able to jump on them lol.

    Funkey S working copy.png

    • Like 2
  11. I was kinda wondering if there has ever been an ergonomics controller for the ol 2600. I was thinking of something along the lines of using both ports wired to 1 controller with 2 buttons and 2 thumbsticks. There may be more possibilities if the keyboard controller (i.e. basic programming) board was reimagined...

     

    Has anything ever been produced or is this just not doable?

  12. On 5/29/2021 at 2:02 PM, DarthDuke said:

    What a clever idea! We have hummingbirds in our backyard here and they fascinate me.  Makes total sense to make a game about them. 

    Thanks for checking it out. It was my first batari project from 12 years ago I even started some work last year on hummingbird 2 that follows up on most of the points brought up in this thread. We have a ton of hummingbirds in southern california so I had lots of inspiration back then lol 

    • Like 1
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