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Atari 7800 (235 posts)
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  1. In Topic: 7800 Development

    Posted 26 Feb 2010

    View Postkamakazi, on Mon Feb 22, 2010 2:23 AM, said:

    I have a question...Since the 5200 and 7800 share similar processors...why couldn't one take a 5200 game and port it over the 7800 for learning purposes? I understand that there would be a lot of work to be done like address changes, setting up DL and DLLs, the graphics, but wouldn't the assembly code be similar? Just and idea.

    A game is made up of main two types of code - code which is responsible for getting stuff displayed, and code which is more display independent. (There's also code which does other I/O like user input and sound, but that's typically a much smaller piece.) You'd think it should be possible to somehow swap out the display dependent code, but unless the game was written with that in mind, you will probably find even the "display independent" code is structured to make the "display dependent" code as easy as possible. This might be something as simple as whether the GPU can reflect a sprite or whether Y=0 is the top or the bottom of the screen, but can be as challenging as bitmap versus tilemap backgrounds.

    Additionally, trying to reuse code for porting without the original commented source code will be much more difficult. Not only will you have to create a reasonable disassembly, but you will need to reverse-engineer the context of each piece of code.
  2. In Topic: 7800 Development

    Posted 16 Feb 2010

    View Postkamakazi, on Mon Feb 15, 2010 10:07 AM, said:

    As stated earlier, I plan to use a PC for 7800 programming. Here is what I have so far... Crimson Editor + 7800 Emulator + DASM
    Is there anything I'm missing?

    Nope. With that you just need time and desire to start working. Graphics tools might help once you get beyond the "get something one the screen" phase and into the "make it look pretty" phase. However, you may find it just as easy creating sprites by hand rather than trying to use tools which don't speak 7800.

    View Postkamakazi, on Mon Feb 15, 2010 10:07 AM, said:

    What I was thinking about attempting was using a ST emulator with all the development software Atari created. This stuff is available online. Would this attempt work?

    Maybe. I don't know if anyone else has gone that route. It might be easier or hard than the DASM+emulator route.

    View Postkamakazi, on Mon Feb 15, 2010 10:07 AM, said:

    Another approach to gaining knowledge of 7800 programming I thought about was learning the 2600 first. Even if it is another console, it might shed some light on developing 6502 assembly language skills.

    The advantage of the 2600 over the 7800 is it's easy on the 2600 to get something on the screen. 3 lines of VSYNC+VBLANK and 262 lines of playing with TIA registers. While the 7800 you have to set up your display lists and your DLLs and then hope you didn't forget something or you're staring at a blank screen wondering what you did wrong. The nice thing about the 7800 is once you get that working most of the programming is data movement and AI, while on the 2600 you get into display kernel programming trying to update those TIA registers ahead of the beam.

    View Postkamakazi, on Mon Feb 15, 2010 10:07 AM, said:

    Oh, I almost forgot...would anyone know how to test PC based 7800 programming efforts on a real 7800? This is mainly to test for any differences between an emulator and real hardware. Thanks again!

    Ask. There are people on the forum with the right hardware (i.e. CC2) to help out.
  3. In Topic: Ports, Trademarks, and Originals

    Posted 9 Nov 2009

    View Postmos6507, on Fri Nov 6, 2009 10:59 AM, said:

    But in order to do that, developers have to exercise a little humility, and give up some creative control. That's sometimes been a challenge, I think. But the best homebrews (ports included) that I've seen produced tend to come from developers who are keen listeners and who are very responsive to feedback. A game like Oystron was molded like a sculpture. Most of the chisel marks were put there by the feedback from Stellalist. Some of the less enjoyable homebrews (and I won't name names) were victims of developers who would either veto suggestions or never ever opened up their games for feedback to begin with.

    Skeleton had that problem. I wasn't very receptive to feedback and was blinded to the "purity of my vision". I think Skeleton+ is more what Skeleton could have been if I had listened.

    And although johnnywc gives some excellent reasons to do a port, I think there are some significant downsides to ports:
    1. Copyright & Trademarks. Although they may be old and possibly even forgotten, you really don't want to have your creation taken away from you because you're infringing on someone else's IP.
    2. Although the 2600 has been pushed far beyond Pong & Combat, it still has limits. An original game can be reworked to fit what the 2600 can do, while a port will either die or suffer greatly in the translation.
  4. In Topic: Should I buy PSP Go or PSP Gran Turismo bundle pack?

    Posted 21 Oct 2009

    I do not have a PSP, although I do have a PS3 and a DSlite.

    From what I've read, the PSP Go is a step backwards from the PSP w/UMD. About the only advantage of the PSP Go over the PSP is the smaller size (when closed). But the disadvantages are numerous:
    • no older / used / rental games
    • smaller screen
    • more expensive (smaller) flash memory
    • unknown durability of slide-out controls
    • smaller form factor may be less comfortable
    • various roll-out screwups


    And the PSP w/UMD is capable of downloading games, just like the PSP Go. So if you've been putting off buying a PSP, I'd recommend scooping up a PSP w/UMD before they're gone.
  5. In Topic: Price to rent a programmer?

    Posted 5 Oct 2009

    View Postlucifershalo, on Sun Oct 4, 2009 5:53 PM, said:

    ok, to do what I would like (the DIG DUG improvement) is it a hack of the original game or do I need to program it from scratch?


    It depends on how easily the code can be modified to meet your requirements and how willing you are to compromise your dreams. Think of it this way - at one end of a line is Dig Dug unmodified; at the other end is your dream. To move one end requires effort; the other end requires sacrifice.

    The disassembly is probably a good place to start. That will give you a base to start modifying. At some point you may decide "you can't get there from here" and start from scratch. But the experience of modifying the base won't be wasted. You will better understand what you need to create in order to meet your dream. And you still may be able to use some parts of the original you modified.

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