The "Retro Gamer" magazine in the UK had a feature on the Atari 2600
last month (issue 12). This feature covered both the gaming side, and
the programming side, including a pitch for the Atari Age website.
After reading about how difficult it was to program the machine, I got
motivated to have a shot myself. My main programming these days is
done in Java, so it was a bit of a paradigm shift to start programming
the 6502. Actually, this is the first time I have ever touched real
assembly language.
Anyway, cutting to the chase, I have now read through the various
tutorials on the web, including the excellent material on this forum.
I decided to get started with playfield graphics, rather than tackling
the sprite hardware straight away. To get to grips with asymmetric
playfields, I have coded-up a small scrolling maze demo to test my
understanding of the principles. The demo and source code should be
attached to this message. The code is GPL licenced, so anyone is free
to take it and modify it should they wish.
My maze demo displays a 6x5 window which can be scrolled around a
32x32 maze using the joystick. The maze wraps at the edges, so you
can scroll indefinitely in any direction. It also uses the full
screen, except for 3 scanlines. I think this demo will make a good
basis for a number of different maze-type games which I hope to write
soon. I still have plenty of spare cycles in the vertical bank
region, and spare RAM to play with. I would be grateful for any
suggestions on how I can improve the code, and any flaws in my
programming technique. The scrolling appears to be stable in both
Stella and Z26, but the line count in Z26 fluctuates between 270 and
290 scanlines? Any pointers on what I am doing wrong would be most
appreciated.
Cheers,
Chris














