DEBRO Posted July 25, 2020 Share Posted July 25, 2020 (edited) Hi there, Bob Whitehead has my head spinning. Hopefully this labels correct and makes sense. He got this to fit in 2K of ROM. The assembler reports out 14 bytes of RAM free but there are actually 16 more RAM bytes available because of how the RAM is used. Boxing Disassembly Edited August 1, 2020 by DEBRO 6 5 Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted July 25, 2020 Share Posted July 25, 2020 I'm not sure how many people realise the work that goes into this. Top job, congratulations. 1 Quote Link to comment Share on other sites More sharing options...
Kevin McGrath Posted July 26, 2020 Share Posted July 26, 2020 Very nice! Seems like this would be a pretty early six digit kernel? I wish we had a stickied forum post with a library of "snippets" / tricks learned for the 2600 from your awesome disassemblies and home brewers. Even if it was a sampling of just the different kernels used in the original games, I'd still find that very interesting. And I totally agree with Mr. Davie, the amount of work involved in doing this is very significant. Especially when you're taking care to be able to create both NTSC and PAL ROMs from the source. Excellent work! Quote Link to comment Share on other sites More sharing options...
+Al_Nafuur Posted July 26, 2020 Share Posted July 26, 2020 22 minutes ago, Kevin McGrath said: I wish we had a stickied forum post with a library of "snippets" / tricks learned for the 2600 from your awesome disassemblies and home brewers. Even if it was a sampling of just the different kernels used in the original games, I'd still find that very interesting. How about a tool like Github Gist, BitBucket Snippets or snipplr: https://gist.github.com/ https://bitbucket.org/snippets https://snipplr.com/ there might be better ones, the most important feature should be the search function.. 1 Quote Link to comment Share on other sites More sharing options...
Kevin McGrath Posted July 26, 2020 Share Posted July 26, 2020 9 minutes ago, Al_Nafuur said: How about a tool like Github Gist, BitBucket Snippets or snipplr: https://gist.github.com/ https://bitbucket.org/snippets https://snipplr.com/ there might be better ones, the most important feature should be the search function.. Is there an official Atari Age GitHub portal? It would be pretty rockin' to have a collection of Gists! Quote Link to comment Share on other sites More sharing options...
Kevin McGrath Posted July 26, 2020 Share Posted July 26, 2020 On 7/25/2020 at 4:45 AM, DEBRO said: Hi there, Bob Whitehead has my head spinning. Hopefully this labels correct and makes sense. He got this to fit in 2K of ROM. The assembler reports out 14 bytes of RAM free but there are actually 16 more RAM bytes available because of how the RAM is used. Boxing Disassembly Small correction... In the "SixDigitDisplayKernel" code, it looks like GRP0/1 is set only four times per scanline, so this would only be a four digit (32 pixels) score kernel, not six digits (48 pixels). The two stores after the branch look to be used just to clear the sprite pixels for the next section on the screen. It's a lot of fun looking through this old code and trying to learn from the masters, thanks again! Quote Link to comment Share on other sites More sharing options...
+Al_Nafuur Posted July 26, 2020 Share Posted July 26, 2020 16 minutes ago, Kevin McGrath said: Is there an official Atari Age GitHub portal? It would be pretty rockin' to have a collection of Gists! There are also open source tools like snibox, if self hosting is preferred: https://github.com/snibox/snibox demo: https://snibox-demo.herokuapp.com/ Quote Link to comment Share on other sites More sharing options...
DEBRO Posted July 28, 2020 Author Share Posted July 28, 2020 Hi there, On 7/26/2020 at 6:03 PM, Kevin McGrath said: Small correction... In the "SixDigitDisplayKernel" code, it looks like GRP0/1 is set only four times per scanline, so this would only be a four digit (32 pixels) score kernel, not six digits (48 pixels). The two stores after the branch look to be used just to clear the sprite pixels for the next section on the screen. You are correct. That label is a generic label I tend to use. I can change it to be more clear that it is not a six digit display kernel. Quote Link to comment Share on other sites More sharing options...
DEBRO Posted July 28, 2020 Author Share Posted July 28, 2020 Hi Andrew, On 7/25/2020 at 9:10 AM, Andrew Davie said: I'm not sure how many people realise the work that goes into this. Top job, congratulations. Thank you. That means a lot. I do this as a pastime. I hope they make sense and hopefully I get close to the original author’s vision. These can’t replace original source code with comments. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.