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Anyone think Ballblazer is possible on the 2600?


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#301  

    Stargunner

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Posted Tue Nov 25, 2008 11:09 AM

View PostBen_Larson, on Tue Nov 25, 2008 5:53 PM, said:

View Postroland p, on Tue Nov 25, 2008 4:28 PM, said:

But I'm really getting out of ROM space. Lots of code is generated with macro's. Is it OK to change some macro's into subroutines, push some variables to the stack and call the subroutines with JSR?
In general there's nothing wrong with changing macros into subroutines...except that it will eat CPU cycles due to the JSR/RTSes and the pushes and pops.

Here's a document that shows how to do f8 bankswitching:

http://www.qotile.net/minidig/docs/2600_ad..._prog_guide.txt

It's not too hard...partitioning the code is really the hardest part.

Ben
Thanks, I'll check it out. I'll go that route now, I can always optimise the code afterwards if I want to.

#302  

    Quadrunner

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Posted Tue Nov 25, 2008 11:14 AM

Been following this since the start, and just want to express my appreciation (and amazement). Truly, this is incredible. Never would have guessed a 2600 could get even this far towards this goal. Please keep it up, and finish the game if possible (and it appears to be possible?) Incredible.

#303  

    Stargunner

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Posted Tue Nov 25, 2008 12:47 PM

View PostMirage1972, on Tue Nov 25, 2008 6:14 PM, said:

Been following this since the start, and just want to express my appreciation (and amazement). Truly, this is incredible. Never would have guessed a 2600 could get even this far towards this goal. Please keep it up, and finish the game if possible (and it appears to be possible?) Incredible.
Thanks, I hope I can keep it up!

#304  

    Moonsweeper

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Posted Tue Nov 25, 2008 1:06 PM

Once again, nice work. We hope to see it completed and on cart..

I`m new to this Forum, but I have been reading this topic ..

Paulie
:D

#305  

    Stargunner

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Posted Wed Nov 26, 2008 3:28 PM

View PostBen_Larson, on Tue Nov 25, 2008 5:53 PM, said:

View Postroland p, on Tue Nov 25, 2008 4:28 PM, said:

But I'm really getting out of ROM space. Lots of code is generated with macro's. Is it OK to change some macro's into subroutines, push some variables to the stack and call the subroutines with JSR?
In general there's nothing wrong with changing macros into subroutines...except that it will eat CPU cycles due to the JSR/RTSes and the pushes and pops.

Here's a document that shows how to do f8 bankswitching:

http://www.qotile.net/minidig/docs/2600_ad..._prog_guide.txt

It's not too hard...partitioning the code is really the hardest part.

Ben

Hi,

I'm now trying to bankswitch. I've split my source into small parts so it's easy to move them around now.
The code in the document you're refering to is in the $1000-$1FFF range. My modified hello-world is in the $F000-$FFFF range (I don't know why). When I change my orgs from $FXXX to $1XXX and I compile the thing, things are really slowing down in the emulator. Any idea what is going wrong?

Attached Files


Edited by roland p, Wed Nov 26, 2008 3:29 PM.


#306  

    Stargunner

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Posted Thu Nov 27, 2008 3:14 AM

problem solved

Edited by roland p, Thu Nov 27, 2008 3:35 AM.


#307  

    Thrust, Jammed, SWOOPS!

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Posted Thu Nov 27, 2008 3:36 AM

ACCELERATION is just a constant, so the address mode will be ignored.

#308  

    Stargunner

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Posted Thu Nov 27, 2008 3:42 AM

View PostThomas Jentzsch, on Thu Nov 27, 2008 10:36 AM, said:

ACCELERATION is just a constant, so the address mode will be ignored.
Yep, just discovered it. thanks anyway!

#309  

    Stargunner

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Posted Fri Dec 5, 2008 4:04 PM

Major update!

implemented for both players:

- non linear friction
- brakes
- bouncing on all 4 borders (was 3)
- max speed
- added bankswitching, 8Kb
- full internal 16bit calculations

now my brain hurts :D

There are some small visual glithces, I did not take care of that this time. The code is very bloated too, but at least the functionality is there.

Attached Files


Edited by roland p, Fri Dec 5, 2008 4:07 PM.


#310  

    Moonsweeper

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Posted Fri Dec 5, 2008 4:13 PM

Looks awesome...

keep up the excellent work

PAulie
:D

#311  

    Thrust, Jammed, SWOOPS!

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Posted Fri Dec 5, 2008 4:15 PM

Excellent!

Did you limit the maximum speed by hand or does it automatically get limited by the friction?

#312  

    Quadrunner

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Posted Fri Dec 5, 2008 4:18 PM

That really looks and feels great! :)

..Al

#313  

    Progressive Pornobär

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Posted Fri Dec 5, 2008 4:18 PM

Wow, awesome work so far! :thumbsup:

#314  

    Stargunner

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Posted Fri Dec 5, 2008 4:19 PM

View PostThomas Jentzsch, on Fri Dec 5, 2008 11:15 PM, said:

Excellent!

Did you limit the maximum speed by hand or does it automatically get limited by the friction?

Just by hand. For each axis there are 3 states: accelleration to max speed ór friction ór brake

#315  

    Visual batari Basic User

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Posted Fri Dec 5, 2008 4:20 PM

Now we don't go faster than the speed of light! Much better. Is it just me or is the maximum speed set a little too low? If I remember correctly, maximum speed is a little faster than that.

#316  

    Stargunner

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Posted Fri Dec 5, 2008 4:22 PM

View PostRandom Terrain, on Fri Dec 5, 2008 11:20 PM, said:

Now we don't go faster than the speed of light! Much better. Is it just me or is the maximum speed set a little too low?
Could be, parameters can be easily tweaked now. I did not compare it to the real ballblazer yet.

#317  

    Quadrunner

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Posted Fri Dec 5, 2008 4:30 PM

Can anyone post some updated screenshots for those of us at work who can't run emulators? :) Thanks in advance if you can.

#318  

    Quadrunner

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Posted Fri Dec 5, 2008 4:30 PM

Ballblazer rules & keep up the awesome work! (oops dupe post I edited to make it say something.)

Edited by Godzilla, Fri Dec 5, 2008 4:31 PM.


#319  

    Thrust, Jammed, SWOOPS!

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Posted Fri Dec 5, 2008 4:58 PM

View PostGodzilla, on Fri Dec 5, 2008 11:30 PM, said:

Can anyone post some updated screenshots for those of us at work who can't run emulators? :) Thanks in advance if you can.
It still looks the same, just the movement has been improved.

#320  

    River Patroller

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Posted Fri Dec 5, 2008 6:33 PM

That's remarkable! I would never have thought Ballblazer could ever look so good on the 2600.

#321  

    River Patroller

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Posted Fri Dec 5, 2008 6:34 PM

View PostGodzilla, on Fri Dec 5, 2008 2:30 PM, said:

Can anyone post some updated screenshots for those of us at work who can't run emulators? :) Thanks in advance if you can.
You really have to see this in motion to get a sense of how good it looks.

#322  

    Chopper Commander

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Posted Fri Dec 5, 2008 6:48 PM

Roland, you have catapulted yourself into the pantheon of legend.

This is.... absolutely insane.

from one hacker to another...much respect.

Wow.

-Thom

#323  

    Quadrunner

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Posted Fri Dec 5, 2008 6:49 PM

View PostNathan Strum, on Fri Dec 5, 2008 8:34 PM, said:

View PostGodzilla, on Fri Dec 5, 2008 2:30 PM, said:

Can anyone post some updated screenshots for those of us at work who can't run emulators? :) Thanks in advance if you can.
You really have to see this in motion to get a sense of how good it looks.
Someone should take a video. ;)

..Al

#324  

    River Patroller

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Posted Fri Dec 5, 2008 7:14 PM

I'll add to the chorus. Excellent milestone.

#325  

    Quadrunner

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Posted Fri Dec 5, 2008 7:43 PM

Simply mindblowing to see that on the 2600! :cool: The movement and reaction feels very good.

As far as max speed, either the playfield is too large or the max speed is too slow. At least by my guestimation of 'feel' vs the A8. :)





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