+groundtrooper Posted July 30, 2020 Share Posted July 30, 2020 @fultonbot, first don't hate me or judge me because I have a Concerto Cart. I dropped Into the Void onto my cart to give it a try. I noticed a interesting problem that I also experienced when I tested @vhzc's Knight Guy WIP. So the issue is the background color appears to be loading the incorrectly or possibly it's loading a negative color palate. vhzc fixed his quickly by forcing the background color to black as the Concerto menu background color is white or light gray and when you load a ROM it is still using menu background color unless it is forced to the game's BG color in the Concerto's case. Here are some pics. PS. I am not a programmer. I don't know how to fix this. I don't even know if this would be an issue on a regular cart, but it is an issue on the Concerto Cart as it is in it's current form. Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted July 30, 2020 Share Posted July 30, 2020 (edited) On 7/26/2020 at 5:08 PM, fultonbot said: I think I will try that next. Just add it as a new option on the next set if demos for 2.0. 16K of on-cart RAM is addressable like the normal 4K RAM but it comes the cart? I take it he 256K ROM is used for code and GFX? How much does a cart like that cost to produce over a 48K cart using the standard 4K RAM on-board the 7800? [Edit] Okay, I tried "set extradlmemory on" and I was able to get one extra sprite per zone. I suppose then by using "set dlmemory" I can address much more RAM and get even more object per zone. -Steve 16k on cart is addressable just like the internal 4k ram as far as I know. I don't know the costs but I don't think that a 256k ROM is significantly more expensive than a 128k or 48K ROM. Using a format with extra RAM means that you can allocate some of the extra RAM to Maria for the display list. This means you can increase the sprite count considerably for each zone. Check the example "onehundredandone" that comes with 7800Basic. This example illustrates this really nicely. It uses the 128K + 16K Ram scheme and uses 10kb of the RAM for the display list with doublebuffering. Edited July 30, 2020 by Muddyfunster Quote Link to comment Share on other sites More sharing options...
fultonbot Posted July 30, 2020 Author Share Posted July 30, 2020 20 minutes ago, groundtrooper said: @fultonbot, first don't hate me or judge me because I have a Concerto Cart. I dropped Into the Void onto my cart to give it a try. I noticed a interesting problem that I also experienced when I tested @vhzc's Knight Guy WIP. So the issue is the background color appears to be loading the incorrectly or possibly it's loading a negative color palate. Weird! Thanks for the head's up. I'll see if there is a way to force it to black. 1 Quote Link to comment Share on other sites More sharing options...
fultonbot Posted July 30, 2020 Author Share Posted July 30, 2020 18 minutes ago, Muddyfunster said: Check the example "onehundredandone" that comes with 7800Basic. This example illustrates this really nicely. It uses the 128K + 16K Ram scheme and uses 10kb of the RAM for the display list with doublebuffering. Oh, great. I'll take a look and see if I can get it to work with my demo app and see how many sprites I can push! Quote Link to comment Share on other sites More sharing options...
fultonbot Posted July 30, 2020 Author Share Posted July 30, 2020 41 minutes ago, Muddyfunster said: Check the example "onehundredandone" that comes with 7800Basic. This example illustrates this really nicely. It uses the 128K + 16K Ram scheme and uses 10kb of the RAM for the display list with doublebuffering. Is "onehundredandone" new? I don't see it in the samples. Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted July 30, 2020 Share Posted July 30, 2020 7 hours ago, fultonbot said: Weird! Thanks for the head's up. I'll see if there is a way to force it to black. BACKGRND=$00 I think it's more of a bug with the way some of the carts don't set things to 0. Mateos has similar issues with carts using RAM, I learnt that you have to MEMSET and fill the RAM with what ever value, a way of blanking it ready to use. 1 Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted July 30, 2020 Share Posted July 30, 2020 7 hours ago, fultonbot said: Is "onehundredandone" new? I don't see it in the samples. I think it was included in the 0.9 distribution. Quote Link to comment Share on other sites More sharing options...
fultonbot Posted July 30, 2020 Author Share Posted July 30, 2020 (edited) 6 hours ago, Muddyfunster said: I think it was included in the 0.9 distribution. I only saw 0.7 online. do you know where the "official" repo is? [edit] Scratch that. I found it in the forums Edited July 30, 2020 by fultonbot 1 Quote Link to comment Share on other sites More sharing options...
fultonbot Posted July 30, 2020 Author Share Posted July 30, 2020 18 hours ago, Muddyfunster said: Using a format with extra RAM means that you can allocate some of the extra RAM to Maria for the display list. This means you can increase the sprite count considerably for each zone. Using 128K+16K Atari 7800 Basic reports the ability to get 84 sprites per zone. It only appears to get near that number with doublebuffering turned on. Curiously, creating a background with save/restore still limits me to 13 sprites per zone. Do you know of anyone who has made a cart using 128K ROM and 16K RAM? My ultimate goal is build a cart for myself and one for my brother, and I want that to be achievable. 1 Quote Link to comment Share on other sites More sharing options...
+Trebor Posted July 30, 2020 Share Posted July 30, 2020 2 hours ago, fultonbot said: Do you know of anyone who has made a cart using 128K ROM and 16K RAM? Retail Winter Games and Summer Games. Homebrew Serpentine. @CPUWIZ Versaboard(s) can handle it easily. Back in 2013 - 256K ROM and 32K RAM (16K x 2) bankswitched...plus POKEY. 1 Quote Link to comment Share on other sites More sharing options...
fultonbot Posted July 30, 2020 Author Share Posted July 30, 2020 53 minutes ago, Trebor said: Retail Winter Games and Summer Games. Homebrew Serpentine. @CPUWIZ Versaboard(s) can handle it easily. Back in 2013 - 256K ROM and 32K RAM (16K x 2) bankswitched...plus POKEY. Cool. Do you know how much those cost? Quote Link to comment Share on other sites More sharing options...
Jinks Posted July 30, 2020 Share Posted July 30, 2020 22 hours ago, fultonbot said: Weird! Thanks for the head's up. I'll see if there is a way to force it to black. Reminds me of my old coco2. You click reset to change the colours of the game.. Quote Link to comment Share on other sites More sharing options...
+mksmith Posted July 30, 2020 Share Posted July 30, 2020 3 hours ago, fultonbot said: Using 128K+16K Atari 7800 Basic reports the ability to get 84 sprites per zone. It only appears to get near that number with doublebuffering turned on. Curiously, creating a background with save/restore still limits me to 13 sprites per zone. Do you know of anyone who has made a cart using 128K ROM and 16K RAM? My ultimate goal is build a cart for myself and one for my brother, and I want that to be achievable. Millie and Molly is going to use that configuration. 4k is being used by the DL, 3k for pokey tune playback and the rest is set aside for the rewind feature - though it's very efficient and most likely will never ever fill that (it's more than double the c64 version). Arkanoid is also going to use this format now but I'm filling it with a lot of additional things - I've also made the DL about 6k in this one. 2 Quote Link to comment Share on other sites More sharing options...
fultonbot Posted July 31, 2020 Author Share Posted July 31, 2020 I just added: set romsize 128kRAM set dlmemory $4000 $67ff To Into The Void v.07. It looks like it works and I don't get corruption when the player shoots near the scrolling walls. That code also claims 84 objects per zone. I plan to use them wisely. Hopefully I'll have new rev by next week with more features. 3 Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted July 31, 2020 Share Posted July 31, 2020 2 hours ago, fultonbot said: I just added: set romsize 128kRAM set dlmemory $4000 $67ff To Into The Void v.07. It looks like it works and I don't get corruption when the player shoots near the scrolling walls. That code also claims 84 objects per zone. I plan to use them wisely. Hopefully I'll have new rev by next week with more features. I look forward to the next version ! 1 Quote Link to comment Share on other sites More sharing options...
+Trebor Posted July 31, 2020 Share Posted July 31, 2020 On 7/30/2020 at 5:51 PM, Trebor said: Retail Winter Games and Summer Games. Homebrew Serpentine. @CPUWIZ Versaboard(s) can handle it easily. Back in 2013 - 256K ROM and 32K RAM (16K x 2) bankswitched...plus POKEY. On 7/30/2020 at 6:45 PM, fultonbot said: Cool. Do you know how much those cost? @Albert & @CPUWIZ would likely be best to answer that question. It also may be best to PM them for specifics. 1 Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted August 27, 2020 Share Posted August 27, 2020 A 288kb Game for the 7800 sounds enticing. Quote Link to comment Share on other sites More sharing options...
fultonbot Posted August 29, 2020 Author Share Posted August 29, 2020 Working on another game right now to bruh-up my skills to finish Into The Void. This is Number Muncher, inspired by the Number Cruncher variation of Street Racer: 7 Quote Link to comment Share on other sites More sharing options...
+Trebor Posted August 29, 2020 Share Posted August 29, 2020 53 minutes ago, fultonbot said: This is Number Muncher, inspired by the Number Cruncher variation of Street Racer: Makes a great candidate to support the 2600 Driving and Paddle controllers. 5 Quote Link to comment Share on other sites More sharing options...
fultonbot Posted August 29, 2020 Author Share Posted August 29, 2020 1 hour ago, Trebor said: Makes a great candidate to support the 2600 Driving and Paddle controllers. Oh, good point. I didn't see paddle support in 7800 Basic, but I think I saw the driving controllers. Quote Link to comment Share on other sites More sharing options...
+TrekMD Posted August 29, 2020 Share Posted August 29, 2020 That is cool! ? 1 Quote Link to comment Share on other sites More sharing options...
RevEng Posted August 29, 2020 Share Posted August 29, 2020 1 hour ago, fultonbot said: Oh, good point. I didn't see paddle support in 7800 Basic, but I think I saw the driving controllers. Paddle support is done, I just need to get a new release out. 4 Quote Link to comment Share on other sites More sharing options...
+TwentySixHundred Posted August 29, 2020 Share Posted August 29, 2020 Looking really good so far, nice job ? 1 Quote Link to comment Share on other sites More sharing options...
Shawn Posted August 29, 2020 Share Posted August 29, 2020 6 hours ago, fultonbot said: Working on another game right now to bruh-up my skills to finish Into The Void. This is Number Muncher, inspired by the Number Cruncher variation of Street Racer: I was so excited before I saw the video as I was 100 percent expecting to see the apple II game Number Munchers. Neat game you are making there for sure but boy was I bummed out when I saw it wasn't my old public school favorite finally making it to the Atari, and on the 7800 no less. Quote Link to comment Share on other sites More sharing options...
fultonbot Posted August 29, 2020 Author Share Posted August 29, 2020 7 hours ago, Shawn said: I was so excited before I saw the video as I was 100 percent expecting to see the apple II game Number Munchers. Neat game you are making there for sure but boy was I bummed out when I saw it wasn't my old public school favorite finally making it to the Atari, and on the 7800 no less. I noticed the video of that when I posted this. Sorry to disappoint. I might have to change the name. Quote Link to comment Share on other sites More sharing options...
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