If moving too far left or right will kill you, maybe you should use the missiles to draw vertical lines so the player knows where the "death zone" begins?
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SeaGtGruff
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In Topic: Any suggestions?
Tue Jan 24, 2012 10:59 PM
Wow, this is actually quite hard-- or else I just really stink at it!
Highest score so far is 340.
If moving too far left or right will kill you, maybe you should use the missiles to draw vertical lines so the player knows where the "death zone" begins?
If moving too far left or right will kill you, maybe you should use the missiles to draw vertical lines so the player knows where the "death zone" begins?
In Topic: Commodore 64 Sword of Fargoal
Fri Jan 13, 2012 9:20 PM
carlsson, on Fri Jan 13, 2012 4:55 PM, said:
I understand the VIC-20 version that came before the C64 version is yet more limited, but I don't quite know in what ways.
I don't know how the two versions compared and contrasted with each other, as I've never played the C64 version, but I used to enjoy playing the VIC-20 version. I wonder if anyone's ever made a list of the differences?
In Topic: Atari legal actions against emulators continue
Wed Jan 11, 2012 5:46 PM
puppetmark, on Wed Jan 11, 2012 12:33 PM, said:
1. if I already own an Atari 8bit computer, then why can't I legally use the ROMs to run an emulator?
Say, if I were to write an emulator of the 8-bit Atari computer, and then post it for download on the web in a package that includes the OS ROMs and programming language ROMs *without* permission from the people or companies who own the rights to them, as well as the ROMs or disk images for a bunch of games without permission, then that would be a really big no-no, even if I'm giving it away free.
But it's (probably) okay to create and package an emulator *without* the OS ROMs and other ROMs, disk images, etc., because then the person creating the emulator isn't violating any copyrights (assuming it's legally okay to emulate the behavior of the chips or circuitry of the machine). Then it's up to the end users of the emulator to get the OS ROMs, programming language ROMs, DOS disk images, game disk images, game tape images, and game ROMs, and it's on their heads to be sure it's okay for them to have copies of those things.
Emulating the way something *behaves* (be it a CPU like the 6502 or 6507, a special chip like the TIA or 6532/RIOT, a group of circuits, the switches on a console, etc.) is *not* the same thing as creating a bit-for-bit identical copy of a ROM.
In Topic: Mirrored memory
Tue Jan 10, 2012 11:09 AM
Andrew Davie, on Tue Jan 10, 2012 5:06 AM, said:
SeaGtGruff, on Sun Jan 8, 2012 10:00 PM, said:
In fact, the DASM assembler recognizes three special labels to help you relocate the TIA addresses, known as TIA_BASE_ADDRESS, TIA_BASE_READ_ADDRESS, and TIA_BASE_WRITE_ADDRESS. If you're using DASM to assemble your 2600 programs, and you want to use 3E or 3F bankswitching, all you have to do is define one or more of these labels to the address where you want the TIA read and write registers to start from, and DASM will automatically relocate the labels for the TIA read and write registers as indicated. You must define these labels *before* including the "vcs.h" header file, as shown in the following examples:
processor 6502 TIA_BASE_ADDRESS = $40 include "vcs.h"This example will relocate the labels for the TIA read registers to $40 - $4D, and relocate the labels for the TIA write addresses to $40 - $6C.
Good info, but just to clarify; it is not DASM which recognises these labels.
It's the conditional code inside vcs.h which does all the magic relocation. Have a look/read of vcs.h; I recall it being well commented, explaining what happens.
Cheers
A
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