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Posts posted by ultima
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Hey all, I have a question about VbB and how it handles 64KSC (maybe 64k in general...)
I was using the bank identifier and anything past bank 9 is still bank 9. Is it known to do this?
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30 minutes ago, Random Terrain said:
Yes it only shows Tone and Freq didn't see any way to control the volume. Just curious thought the original had the 6 boxes for both channels and was looking for a way to record samples at their respective volumes to compare signal strength in any given volume if that makes any sense
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Was the volume control removed?
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Thanks that did the trick.
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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:
did I need to set some defaults for it to display correctly?
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Ahh, thank you much.
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I noticed that there is a revised edition from 1988. Is it more relevant than the 1979 Steve Wright version?
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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 80Must 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...
woah how did you clear the ram here using ldx?
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On 6/18/2021 at 10:08 PM, classicgamesnut said:
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 ...
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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
endthe 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
endBut 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
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This might help for background music & fx https://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#ex_sound_with_bg_music
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I love this game it plays great!
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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.
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Added a small sample build to first post.
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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.
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You could try building a finite statemachine so you wouldn't need to count.
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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
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Finished the first level design
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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.
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Started a new game inspired by Sumerian Myths.
Latest Build:
Temple of the False Gods ver 0.7 May-29-2022.bin
Controls Joystick Controller
Fire Button uses item
Holding Fire Button [about 3 seconds] opens inventory menu. Use left /right to navigate menu , fire to select item
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Just thought I'd drop in and announce I'm now working on Surtr2. Nothing to show yet stay tuned...
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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?
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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
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did I need to set some defaults for it to display correctly?
Finished the first level design
VbB vs. the 64kSC
in batari Basic
Posted
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.