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JohnGri

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  1. I am using an old VCR as a converter to play my 2600 on a modern TV. I thought I could use a converter BOX such as ALURATEK ADTB01F. I connected the Atari output cable to an Atari 2600 TV Adapter F Type Male to RCA Female RF Coax Coaxial Connector (aka Widget). I connected a coax cable from the widget to the coax input of the ALURATEK. I scanned channels and put the tuner on channel 3 but no game appeared on the screen. if an old VCR can do this, I'm surprised the new converter did not. I thought the components in the VCR that made it work were a tuner and a RF input were the key to solving this. I wonder if the difference is the VCR tuner is analog and the ALURATEK is digital? Is there a way to accomplish this without using a VCR? I was able to use that widget to connect the Atari to another modern TV. I think the reason the other tv worked is because while it is fairly new it is not a smart TV ( I think the term "not so smart" TV has been coined for these kind ) Thanks in advance, John
  2. I designed a sprite in Atari dev studio. I used the export. I'm disappointed the assembly did not contain code for the colors. I'm probably not doing something correctly. Can you explain please?

    1. mksmith

      mksmith

      Hi John,

       

      Unfortunately I haven't yet gone back to add that feature as it requires a significant update to the editor.  Basic sprites can only be one color or for DPC+ colored per row which will require some work to sort out.  I do hope to get that sorted eventually.

       

      I can definitely recommend PlayerPal v2.2a (alienbill.com) as it will accomplish this task currently.  I have also planned to link/include this into ADS soon as well to give everyone some options to use their chosen tool and give a bit more to the 2600 side.

  3. Thanks for the reply. Forgive my ignorance. Your first example doesn't store a value in NUSIZ0 so how could it really have any effect? The 2nd example is code that won't work. What am I mis-understanding?
  4. Hi, I'm still learning 6502 assembly and trying to create an Atari game. I have a few questions regarding the number-size registers. 1) Why does the Stella guide refer to the bits of these registers (and other registers) as D1,D2 etc. for the bits in the register? It seems like B1,B2 etc. ( byte 1, byte 2) would make more sense. 2) How can I set the value of one bit, without affecting the values of other bits. In other words if I set the width of as missile using D4 and D5 Later on, can I set the players copies and size using D0, D1, D2 without affecting D4 & D5? Is that possible or do all those bits have to be set at the same time? This is all I know on how to set the number & size of players lda #%00000011 sta NUSIZ0 Thanks, John
  5. Hi, I looked at the links for this updated version. It appears it is not complete. Do you plan on finishing this?
  6. As always the information you provide is outstanding. Thank You
  7. I have watched several tutorials and read a few books and looked at assembly source for KABOOM. I'm still not grasping how a game can have so many objects on the screen at the same time when there is only player0, player1, missle0, missle1, and a bomb available. For example from KABOOM. Thanks to anyone that explains
  8. I finally figured out how to draw a sprite using the sprite editor for Atari dev. But I don't see how I can save / export the sprite in a form that can be used in my assembly file that would be a .byte table. I exports this: {"0":0,"1":5,"2":21,"3":79,"4":54,"5":69,"6":85,"7":101,"8":15,"9":133,"10":149,"11":165,"12":181} I'd prefer this format HumanGfx: .byte %00011100 .byte %00011100 .byte %00011000 .byte %00011000 .byte %00011000 .byte %00011000 .byte %00011000 .byte %00011000 .byte %01011010 .byte %01011010 .byte %01011010 .byte %01011010 .byte %00111100 .byte %00111100 .byte %00000000 .byte %00000000 .byte %00011000 .byte %00011000 .byte %00011000 .byte %00011000
  9. I'm trying to use the sprite editor feature for Atari dev studio extension .When I click on a cell of the grid and set the color. Then click on another cell and change it's color the first cell's color also changes. I thought it was because I didn't leave an adjacent cell empty. So I left a blank cell and clicked on another cell. But still both cells change color. What Am I doing wrong? Is their a user guide or tutorial available for this sprite editor? What is the best / preferred sprite editor?
  10. Can you elaborate on the .byte $24 trick that causes the inx to be skipped?
  11. That is amazing that you wrote this when you were 15 and even more incredible that you did so without an assembler. I remember being that sharp an passionate about learning assembly but did not accomplish what you did. Thanks for your efforts to share this with us.
  12. How do I prevent a player from moving past the game board ? both vertical & horizontal? I thought this would be a simple to implement but I can't figure this out. I know how to handle playfield collisions. Thanks, John
  13. Hi, I'm just getting started with Atari assembly coding. I definitely could benefit from this tool. Your tool generates tables. Can you give me a tip on how to use these tables to draw the playfield? A tutorial I watched set the playfield using this approach which of course will not work with tables. I assume a pointer with an offset will be required lda #$F0 sta PF0 ; setting PF0 bit pattern lda #$FC sta PF1 ; setting PF1 bit pattern Thanks, John
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