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BreakInvaders


2600khz

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I think think you need to be dedicated to it. I don't do programing for games. The difference for you on me is that you might have a chance make it work for programming. I don't have the skills for it. I took a computer class that did programing with dos using basic for the apple2e. I had a difficult time to make graphics rotate in the graphics part of the class and had a difficult to make the projects I did work. You have to do what the others tell you for advance to make it work. I think making a simple game would be a nice test.

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I think he's talking about the person who did breakout when atari hired steve jobs and is a co founder of apple.

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Out of curiosity, does anyone have a copy of Woz's original Breakout design? IIRC, Atari didn't use it for some reason (my guess would be that it relied upon timings that might have gone flakey) but it'd be interesting to see what Woz had come up with.

 

If I were doing a Breakout game in hardware using 74xx logic, I'd probably use shift registers to hold the bricks. If they're available in 16- and 64-bit sizes, use two 64's to hold most of the field of bricks and a 16 to hold the current row. This would allow nine rows of 16 bricks each, which I think should be a good number. If some other dimension of playfield was desired (say 10 columns of 14 rows) I'd rig the shift registers to be 64+64 and 12 bits (total=140). The current-row shift register would circulate through once with each scan line, but would take in/dish out ten bits at the start of each row of bricks (below the bottom row of bricks, I'd probably continue to have the current-row shifter running, but blank the output).

 

I wonder how that compares with what the game actually does.

 

BTW, a Breakout game could actually probably benefit some from analog electronics. I would guess it uses a bunch of digital counters the way Pong does, but the chip count could be reduced by using some voltage-controlled delays. I wonder if Woz did that?

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I think he's talking about the person who did breakout when atari hired steve jobs and is a co founder of apple.

1022137[/snapback]

 

Out of curiosity, does anyone have a copy of Woz's original Breakout design? IIRC, Atari didn't use it for some reason (my guess would be that it relied upon timings that might have gone flakey) but it'd be interesting to see what Woz had come up with.

 

If I were doing a Breakout game in hardware using 74xx logic, I'd probably use shift registers to hold the bricks. If they're available in 16- and 64-bit sizes, use two 64's to hold most of the field of bricks and a 16 to hold the current row. This would allow nine rows of 16 bricks each, which I think should be a good number. If some other dimension of playfield was desired (say 10 columns of 14 rows) I'd rig the shift registers to be 64+64 and 12 bits (total=140). The current-row shift register would circulate through once with each scan line, but would take in/dish out ten bits at the start of each row of bricks (below the bottom row of bricks, I'd probably continue to have the current-row shifter running, but blank the output).

 

I wonder how that compares with what the game actually does.

 

BTW, a Breakout game could actually probably benefit some from analog electronics. I would guess it uses a bunch of digital counters the way Pong does, but the chip count could be reduced by using some voltage-controlled delays. I wonder if Woz did that?

1022167[/snapback]

 

I don't know who has a copy of it. I can say why atari didn't use it. What happened was atari didn't understand woz's design with using few chips as possible. Hope this helps.

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I think he's talking about the person who did breakout when atari hired steve jobs and is a co founder of apple.

1022137[/snapback]

 

Out of curiosity, does anyone have a copy of Woz's original Breakout design? IIRC, Atari didn't use it for some reason (my guess would be that it relied upon timings that might have gone flakey) but it'd be interesting to see what Woz had come up with.

 

If I were doing a Breakout game in hardware using 74xx logic, I'd probably use shift registers to hold the bricks. If they're available in 16- and 64-bit sizes, use two 64's to hold most of the field of bricks and a 16 to hold the current row. This would allow nine rows of 16 bricks each, which I think should be a good number. If some other dimension of playfield was desired (say 10 columns of 14 rows) I'd rig the shift registers to be 64+64 and 12 bits (total=140). The current-row shift register would circulate through once with each scan line, but would take in/dish out ten bits at the start of each row of bricks (below the bottom row of bricks, I'd probably continue to have the current-row shifter running, but blank the output).

 

I wonder how that compares with what the game actually does.

 

BTW, a Breakout game could actually probably benefit some from analog electronics. I would guess it uses a bunch of digital counters the way Pong does, but the chip count could be reduced by using some voltage-controlled delays. I wonder if Woz did that?

1022167[/snapback]

 

I don't know who has a copy of it. I can say why atari didn't use it. What happened was atari didn't understand woz's design with using few chips as possible. Hope this helps.

1022566[/snapback]

 

Ive Seen A Pic Of The Board But In My Opinion With Todays Electronics You Could Quite Literally Put His Origonal Design Onto Something About The Size Of A 1 Dollar Bill

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Ive Seen A Pic Of The Board But In My Opinion With Todays Electronics You Could Quite Literally Put His Origonal Design Onto Something About The Size Of A 1 Dollar Bill

1022629[/snapback]

 

 

you would have to make a new mold for the shells if the board was as long as 1 dollar bill :P

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If you're really commited to doing this, and if you really want serious help from the people on these boards, here's what you have to do first:


  •  
  • Learn the basics of 6502 assembly.  This might be a good place to start.  Alternatively, you can look around online for some used 6502 books (I'd recommend the ones by either Zaks or Leventhal).
     
  • Read this document and this document from front to back.
     
  • Install the MESS emulator and a good cross-assembler so you can test your programs.
     
  • Get your hands on some source code that you can learn from, and experiment with it.  Here's a good place to start.
     

Once you've got all that figured out, and once you've developed your gameplay ideas and can ask specific technical questions, let us know.

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Heeeeeey... nice. :D I've been looking for a one-two punch list like this of where I can go to get my feet wet in this sort of thing. Can't do it right now because of other programming obligations in college (database development, Java, C++, OpenGL, VTK, and some other stuff for all my classes for this final semester). But still I think it'll make for some interesting reading over the summer.

 

Out of curiosity, I don't suppose you'd know where I might could also find some good info on assembly lang. on the C64 also (I'm assuming much is probably the same concerning the 6502 assembly stuff, but I'm talking more along the lines of the more specific functions on the C64)? :P

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Heeeeeey... nice.  :D  I've been looking for a one-two punch list like this of where I can go to get my feet wet in this sort of thing.  Can't do it right now because of other programming obligations in college (database development, Java, C++, OpenGL, VTK, and some other stuff for all my classes for this final semester).  But still I think it'll make for some interesting reading over the summer.

 

Out of curiosity, I don't suppose you'd know where I might could also find some good info on assembly lang. on the C64 also (I'm assuming much is probably the same concerning the 6502 assembly stuff, but I'm talking more along the lines of the more specific functions on the C64)?  :P

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Well, I wish you luck! I always tried to make time during my undergraduate years for experimenting with classic console development, but summer classes and other things kept stealing away what little time I had. I'm making much better progress now that I'm in grad school, even though I still don't have as much time as I would like.

 

The C64 used a 6502 variant (the 6510, I think it was), so the assembly language resources I've mentioned should apply to the C64 equally well. I'm afraid I don't know of any C64-specific technical resources (I was never a C64 guy), but I'm sure it must have had its own equivalent of something like De Re Atari for the Atari 400/800 series.

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What Are We Gonna Call Our Company I Vote in favor of Fizz3D

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I like it ... almost as much as I like "Team Savage!" :lol:

 

Seriously, though, my advice would be to concentrate on the basics for now; worry about company names and logos and such after you've learned to program and have a game or two under your belt.

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As The Jaguar And Panther Fight Over The Remains Of The Nintendo 64 The Dreamcast Slowly Walks Away...

 

Steve Wozinak Purchases ATARI And Produces The First Mac Gaming Console Giving Bill Gates A Run For His Money With The Xbox

 

Savage Games Co. Makes There First Game And So Many People Like It From Downloading It From The Site www.savagegames.tk Savage Games Co. Decides To Mass Produce It And Everybody On The Team Got Thousands Of Dollars Each... Atariage Becomes Our Official Sponsor.

Edited by 2600khz
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I just think this thread is about somebody trolling for attention... this guy is obviously not serious about this at all (having programmed the 7800, I would hope my opinion is valid). I've decided to stop reading this thread; I'd recommend that others do as well.

 

-John

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I'm almost at a loss for words. This guy is like HardWork on acid. I figure he's got to be a kid who spends a lot of time in the basement by himself; who else would think to make an NES console into a tissue box?

 

I've kept posting primarily for the benefit of other aspiring 7800 developers who might stumble across this bizarre thread; I knew full well that the troll wouldn't have the slightest clue what to do with the information.

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meh, ill borrow my freinds laptop on friday and get it to you in on march 23

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I'll be waiting with bated breath. :roll:

 

Say, isn't that close to the "Knight Rider 2600" release date? Just imagine, new releases for the 2600 and 7800 taking the market by storm at the same time ... be still, my beating heart! :lust:

 

What the hell is "a base code," anyway?

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