MayDay said:
Anyway, I downloaded your battlezone, but it was the bin and not the code.
Glad you're up and running now! After a week or so of edit/compile/edit/recompile/etc. you'll be very familiar with dasm error messages and what they mean :D
Posted Thu Mar 10, 2005 7:24 PM
MayDay said:
Posted Thu Mar 10, 2005 7:26 PM
MayDay said:
Posted Thu Mar 10, 2005 7:50 PM
vdub_bobby said:
MayDay said:
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;hardware register equates VSYNC = $00;Vertical Sync Set-Clear VBLANK = $01;Vertical Blank Set-Clear WSYNC = $02;Wait for Horizontal Blank RSYNC = $03;Reset Horizontal Sync Counter NUSIZ0 = $04;Number-Size player/missle 0 NUSIZ1 = $05;Number-Size player/missle 1 COLUP0 = $06;Color-Luminance Player 0 COLUP1 = $07;Color-Luminance Player 1 COLUPF = $08;Color-Luminance Playfield COLUBK = $09;Color-Luminance Background CTRLPF = $0A;Control Playfield, Ball, Collisions REFP0 = $0B;Reflection Player 0 REFP1 = $0C;Reflection Player 1 PF0 = $0D;Playfield Register Byte 0 (upper nybble used only) PF1 = $0E;Playfield Register Byte 1 PF2 = $0F;Playfield Register Byte 2 RESP0 = $10;Reset Player 0 RESP1 = $11;Reset Player 1 RESM0 = $12;Reset Missle 0 RESM1 = $13;Reset Missle 1 RESBL = $14;Reset Ball ;Audio registers AUDC0 = $15;Audio Control - Voice 0 (distortion) AUDC1 = $16;Audio Control - Voice 1 (distortion) AUDF0 = $17;Audio Frequency - Voice 0 AUDF1 = $18;Audio Frequency - Voice 1 AUDV0 = $19;Audio Volume - Voice 0 AUDV1 = $1A;Audio Volume - Voice 1 ;Sprite registers GRP0 = $1B;Graphics Register Player 0 GRP1 = $1C;Graphics Register Player 1 ENAM0 = $1D;Graphics Enable Missle 0 ENAM1 = $1E;Graphics Enable Missle 1 ENABL = $1F;Graphics Enable Ball HMP0 = $20;Horizontal Motion Player 0 HMP1 = $21;Horizontal Motion Player 1 HMM0 = $22;Horizontal Motion Missle 0 HMM1 = $23;Horizontal Motion Missle 1 HMBL = $24;Horizontal Motion Ball VDELP0 = $25;Vertical Delay Player 0 VDEL01 = $26;Vertical Delay Player 1 VDELP1 = $26;Vertical Delay Player 1 VDELBL = $27;Vertical Delay Ball RESMP0 = $28;Reset Missle 0 to Player 0 RESMP1 = $29;Reset Missle 1 to Player 1 HMOVE = $2A;Apply Horizontal Motion HMCLR = $2B;Clear Horizontal Move Registers CXCLR = $2C;Clear Collision Latches Waste1 = $2D;Unused Waste2 = $2E;Unused Waste3 = $2F;Unused ;collisions (bit 7) (bit 6) CXM0P = $30;Read Collision - M0-P1 M0-P0 CXM1P = $31;Read Collision - M1-P0 M1-P1 CXP0FB = $32;Read Collision - P0-PF P0-BL CXP1FB = $33;Read Collision - P1-PF P1-BL CXM0FB = $34;Read Collision - M0-PF M0-BL CXM1FB = $35;Read Collision - M1-PF M1-BL CXBLPF = $36;Read Collision - BL-PF ----- CXPPMM = $37;Read Collision - P0-P1 M0-M1 INPT0 = $38;Read Pot Port 0 INPT1 = $39;Read Pot Port 1 INPT2 = $3A;Read Pot Port 2 INPT3 = $3B;Read Pot Port 3 INPT4 = $3C;Read Input - Trigger 0 (bit 7) INPT5 = $3D;Read Input - Trigger 1 (bit 7) ;RIOT registers SWCHA = $0280;Port A data register for joysticks (High nybble:player0,low nybble:player1) SWACNT = $0281;Port A data direction register (DDR) SWCHB = $0282;Port B data (console switches) bit pattern LR--B-SR SWBCNT = $0283;Port B data direction register (DDR) INTIM = $0284;Timer output TIMINT = $0285; WasteA = $0286;Unused/undefined WasteB = $0287;Unused/undefined WasteC = $0288;Unused/undefined WasteD = $0289;Unused/undefined WasteE = $028A;Unused/undefined WasteF = $028B;Unused/undefined WasteG = $028C;Unused/undefined WasteH = $028D;Unused/undefined WasteI = $028E;Unused/undefined WasteJ = $028F;Unused/undefined WasteK = $0290;Unused/undefined WasteL = $0291;Unused/undefined WasteM = $0292;Unused/undefined WasteN = $0293;Unused/undefined TIM1T = $0294;set 1 clock interval TIM8T = $0295;set 8 clock interval TIM64T = $0296;set 64 clock interval T1024T = $0297;set 1024 clock interval
Posted Thu Mar 10, 2005 7:51 PM
Posted Thu Mar 10, 2005 8:06 PM
Nukey Shay said:
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Posted Thu Mar 10, 2005 9:36 PM
Posted Fri Mar 11, 2005 1:30 AM
Posted Fri Mar 11, 2005 3:51 AM
Cybergoth said:
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Posted Sat Mar 12, 2005 6:29 AM
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Posted Sat Mar 12, 2005 6:44 AM
Posted Sat Mar 12, 2005 9:10 AM
Posted Mon Mar 14, 2005 6:33 PM
Cybergoth said:
Posted Tue Mar 15, 2005 3:28 AM
; TIA_BASE_ADDRESS ; The TIA_BASE_ADDRESS defines the base address of access to TIA registers. ; Normally 0, the base address should (externally, before including this file) ; be set to $40 when creating 3F-bankswitched (and other?) cartridges. ; The reason is that this bankswitching scheme treats any access to locations ; < $40 as a bankswitch. IFNCONST TIA_BASE_ADDRESS TIA_BASE_ADDRESS = 0 ENDIF
Posted Tue Mar 15, 2005 3:31 AM
Posted Mon Apr 25, 2005 11:03 PM
Posted Tue Dec 20, 2005 11:15 AM
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Edited by Ruffsta, Tue Dec 20, 2005 11:21 AM.
Posted Tue Dec 20, 2005 6:27 PM
Posted Tue Dec 20, 2005 10:11 PM
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Posted Wed Dec 21, 2005 2:20 AM
Posted Wed Dec 21, 2005 2:50 AM
MayDay, on Wed Dec 21, 2005 9:20 AM, said:
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