Jump to content

flammingcowz

Members
  • Posts

    458
  • Joined

  • Last visited

Everything posted by flammingcowz

  1. I used to play an arcade game where you have a line that you move in a large square (or rectangle, I an not sure which) and the goal is to box off, with your line, over 75% if the square. The computer has a 'defender' type of enemy that tries to stop you from taking any area. What you 'box off' turns a different color and you get points based on how fast and how large of areas you box off. After the first level or so, the computer adds a second 'enemy' that tries to stop you. If you get touched by the 'enemy' you die. I remember it being in arcades in the early/mid 80's. Anyone know the name of this game???
  2. does anyone klnow any good atari 2600 programming books to buy?im thinking of buying one.
  3. i have tried and actualy tried and know what a lot of it means but there is still some thigns i dont know.
  4. i know i should know what these things mean, but ive read andrews whole tutorial, but what does this mean... ; '2600 for Newbies ; Session 13 - Playfield processor 6502 include "vcs.h" include "macro.h" ;------------------------------------------------------------------------------ PATTERN = $80 ; storage location (1st byte in RAM) TIMETOCHANGE = 20 ; speed of "animation" - change as desired ;------------------------------------------------------------------------------ SEG ORG $F000 Reset ; Clear RAM and all TIA registers ldx #0 lda #0 Clear sta 0,x inx bne Clear ;------------------------------------------------ ; Once-only initialisation... lda #0 sta PATTERN ; The binary PF 'pattern' lda #$45 sta COLUPF ; set the playfield colour ldy #0 ; "speed" counter ;------------------------------------------------ StartOfFrame ; Start of new frame ; Start of vertical blank processing lda #0 sta VBLANK lda #2 sta VSYNC sta WSYNC sta WSYNC sta WSYNC ; 3 scanlines of VSYNC signal lda #0 sta VSYNC ;------------------------------------------------ ; 37 scanlines of vertical blank... ldx #0 VerticalBlank sta WSYNC inx cpx #37 bne VerticalBlank ;------------------------------------------------ ; Handle a change in the pattern once every 20 frames ; and write the pattern to the PF1 register iny ; increment speed count by one cpy #TIMETOCHANGE ; has it reached our "change point"? bne notyet ; no, so branch past ldy #0 ; reset speed count inc PATTERN ; switch to next pattern notyet lda PATTERN ; use our saved pattern sta PF1 ; as the playfield shape ;------------------------------------------------ ; Do 192 scanlines of colour-changing (our picture) ldx #0 ; this counts our scanline number Picture stx COLUBK ; change background colour (rainbow effect) sta WSYNC ; wait till end of scanline inx cpx #192 bne Picture ;------------------------------------------------ lda #%01000010 sta VBLANK ; end of screen - enter blanking ; 30 scanlines of overscan... ldx #0 Overscan sta WSYNC inx cpx #30 bne Overscan jmp StartOfFrame ;------------------------------------------------------------------------------ ORG $FFFA InterruptVectors .word Reset ; NMI .word Reset ; RESET .word Reset ; IRQ END
  5. does anyone know a good place to go to for learning how to program the 2600?Like one that tells what everything means, & how to put everything in the right spot in the source code.
  6. when i try to assemble a game it doesnt work, it says "unknown mnemonic 'sta'" or "unknown mnemonic'jmp'", what does this mean and how do i fix it?
×
×
  • Create New...