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Programing 130xe, 800xl and 2600


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Instructions?  Yes.  Techniques?  Not really.  On the 2600 you're writing code to paint the screen line by line and you have limited sprite support.  The "regular" computers provide a richer environment - you have access to more players and missiles, you can do bitmap or character soft sprites, etc.

 

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Great answer, thanks.

Tell me, please: I saw some very good videos teaching 2600 programing. I thought "it whould be awsome to create games this way. Very simple but powerfull".

So, I was wrong? I 'll not could to make games this way?

Please, help me on the conclusion? 

Thank you!!

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Fantástic news! I saw a youtube video some guy teaching just this bataribasic", that I've never heard about.

I'm very new in Atari world (actualy 1 month). I only got to know the Apple II world, 35 years ago...

By the way, Philsan, what means "VCS"? Personal computers? (sorry, I'm Brazilian and, to increase my ignorance an confusion, my english is bad)

Thank you very much.

Edited by Jghinato
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18 hours ago, damosan said:

Instructions?  Yes.  Techniques?  Not really.  On the 2600 you're writing code to paint the screen line by line and you have limited sprite support.  The "regular" computers provide a richer environment - you have access to more players and missiles, you can do bitmap or character soft sprites, etc.

 

You can kind of "race the beam" on the 8-bit line too and change graphics / display lists on the fly.   I don't know if you can obtain results that make it worth it..  maybe more colors per line?

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6 hours ago, zzip said:

You can kind of "race the beam" on the 8-bit line too and change graphics / display lists on the fly.   I don't know if you can obtain results that make it worth it..  maybe more colors per line?

You *could* do that on the computers - but you didn't have to.  Instead you'd setup DLIs for the areas of the screen you were interested in and be done with it.  The vertical blanks gave you more than enough time (generally) to do the painting you needed to do.  I'm currently messing with a CC65/CA65 program to do this with soft sprites in graphics mode 8.  Even with my mediocre understanding of assembly language I'm easily able to do 30 frames per second moving 7 sprites and 20 projectiles...  The sprites are only 8x8 and the projectiles a single pixel but I've got room to do more.

 

Writing 2600 kernels is much more involved.

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1 hour ago, Jghinato said:

Fantastic. I'm very impressed with CC65 / CA65. Please, Damosan, where, or with who I can learn more CC65 ? (starting in the beginning) Thanks!!!!

Search this website - there are a lot of cc65 examples,links, helpful posts, etc.

 

If you know C you'll be able to pick it up pretty quick.

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1 hour ago, Jghinato said:

Fantastic. I'm very impressed with CC65 / CA65. Please, Damosan, where, or with who I can learn more CC65 ? (starting in the beginning) Thanks!!!!

You may have a look at

https://atariage.com/forums/topic/289164-cc65-news-os-structure/

as a starter...

Edited by Irgendwer
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14 hours ago, damosan said:

You *could* do that on the computers - but you didn't have to.  Instead you'd setup DLIs for the areas of the screen you were interested in and be done with it.  The vertical blanks gave you more than enough time (generally) to do the painting you needed to do.  I'm currently messing with a CC65/CA65 program to do this with soft sprites in graphics mode 8.  Even with my mediocre understanding of assembly language I'm easily able to do 30 frames per second moving 7 sprites and 20 projectiles...  The sprites are only 8x8 and the projectiles a single pixel but I've got room to do more.

 

Writing 2600 kernels is much more involved.

Yes the display lists and graphics modes make everything easier.   I think the only times you might want to 'chase the beam' on the Atari 8-bit hardware is if you want to put more colors per line, or more sprites per line without flicker.

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