RevEng Posted December 12, 2022 Share Posted December 12, 2022 I'm in the "games are art" camp, and I see these sorts of works as not that much different than a study... Quote An art study is a practice piece created by an artist by drawing, sketching, or painting. This piece is used to create the main piece and helps an artist with planning things like elements to include, color scheme, composition, etc. In our case, composition and technique is usually hidden away in the code. 4 Quote Link to comment Share on other sites More sharing options...
saxmeister Posted December 15, 2022 Author Share Posted December 15, 2022 Hey gang! I'm trying to work on Space Invaders from the original source code and so far have only found this link: https://computerarcheology.com/Arcade/SpaceInvaders/Code.html Does anyone else have a fully decompiled or source code for Space Invaders? I'm going to be rewriting it in 7800Basic/6502 assembler and I'm trying to be as true as possible to the original code. I wonder if Bob Decrescenzo had the source code when he ported Space Invaders to the 7800 (which is absolutely incredible). @Muddyfunster that makes me feel somewhat better. You and a handful of the other devs give me a goal for which to strive. I really need to work on POKEY code since I am a classically trained musician. I also love the YM2149F/AY-3-8910 and would love to work with them on the 7800. I have a couple of spare AY-3-8910s lying around that I need to test, setup, and run on a Raspberry Pi/Arduino setup to play some classic chip tunes. Growing up in the States I never got exposed to the ZX Spectrum that much and absolutely fell in love with the tunes that the later models could play. I love that sound and grew up hearing those chips in Tron, Discs of Tron, and so many more. 1 1 Quote Link to comment Share on other sites More sharing options...
Jag_Mag Posted December 16, 2022 Share Posted December 16, 2022 Since you said your going to rewrite it in 6502 have a look at https://fceux.com/web/home.html debugger. 1 Quote Link to comment Share on other sites More sharing options...
saxmeister Posted January 29 Author Share Posted January 29 (edited) Ewe Snooze This is an unusual one, bur the Mario Party games had this little "gaddget" in it called "Snooze Ewes" that featured sheep jumping over a fence that was intended to be relaxing and to help with sleep. I thought this would be a fun little project on the 7800. I tried to create the gradient effect in the background sky, and it worked until I added the POKEY player and the interrupts for the top and bottom screen routines interfered. I stole the "Daisy" music from one of the demos for 7800basic and will update it with my own composition soon. Original "Snooze Ewes" ewesnooze03.bas.78b.bin JS7800 Link: https://raz0red.github.io/js7800/?cart=https://forums.atariage.com/applications/core/interface/file/attachment.php?id=999893&key=254fe3de97af58f8493b1513713f7b72 Edited February 7 by saxmeister 7 Quote Link to comment Share on other sites More sharing options...
saxmeister Posted March 15 Author Share Posted March 15 (edited) BREAKOUT In my quest to re-code the original Atari/Kee arcade games from the early 1970s, I took on "Breakout." The original game is only TTL circuits, so no code/CPU. I thought I would try to see how close I could get to the original arcade version on the 7800. Here is a very rough, very early work-in-progress. No sound, barely any game logic beyond hitting and hiding the bricks. The normal different angles aren't in code yet. Everything is at 45 degree angles for now. This will be fixed. My idea is to bundle the entire lot of Pong related games into one cart. Everything including Pong, Pong Doubles, Rebound/Spike, Quadpong, Breakout, etc. JS7800 Link: https://raz0red.github.io/js7800/?cart=https://forums.atariage.com/applications/core/interface/file/attachment.php?id=1011986&key=1baaa10c731f907a1ba647ffa6cfd974 breakout08.78b.bin breakout08.78b.a78 Edited March 15 by saxmeister 6 Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted March 15 Share Posted March 15 Can we get an .a78 version to load on our multicarts? -Thanks. Quote Link to comment Share on other sites More sharing options...
saxmeister Posted March 15 Author Share Posted March 15 Done. I added it to the original post. 2 1 Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted March 15 Share Posted March 15 Nice start. Btw, I played it with a joystick and that works as expected. I also tried a 2nd game with paddles. The paddles are recognized, however you move left & right by holding down the left & right fire buttons. I'm guessing that the paddle logic really hasn't been implemented yet. Thanks for sharing.🙂 Quote Link to comment Share on other sites More sharing options...
saxmeister Posted March 15 Author Share Posted March 15 (edited) @sramirez2008 you are correct. I have not implemented any paddle logic yet. I only currently have Commodore paddles and a non-working Atari 7800, so it's all been code in the virtual world. I've got to get that code implemented, especially for the analog control over the paddle! Sooooooooo much to optimize! Edited March 15 by saxmeister 4 Quote Link to comment Share on other sites More sharing options...
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