I can't thank you enough considering the amount of work this must have been. This is STELLAR content, I love it! You single-handedly created the best YT channel for Atari 2600 programming. The bar is set really damn high now for others that might want to follow suit 😋 The paddles are indeed...not intuitive...to program Lol. This helps immensely!!!
Excellent! Thank you for sharing your knowledge on the Atari 2600/Assembly language with the rest of us. You have that special ability to take a difficult topic...break it down...organize it...and present it in a manner that is "consumable" for those that want to expand their horizons in this topic.
Fun fact: If you have a pair of paddle controllers connected and you're playing Combat, press the fire buttons on both controllers together for a burst of speed. Although, you won't be able to fire...
I racked up a little collection of paddle controllers over the years and NONE of them worked properly 😂 I got pretty good at taking the pots apart and cleaning them! Now they are like brand new! ...never did score a driving controller though... 😔
I know the feeling, I always have one that's wonky! It didn't help that I used to test them with Kaboom! until I learned that the movement on that game is always a little sketchy!
@8Blit your little program looks great! I need to throw it on my Harmony cart and test my paddles and see what they register! As for programming the paddles (since they will all likely vary) is it a good idea to kind of perform an in-game "test", maybe even silently, keeping track of the min/max and sort of calibrating game logic behind the scenes...or am I overthinking things? (It's a bad habit I have) 🤣
Why not use it like this? (code bellow) will avoid an unnecessary BIT (.byte $2C - 4 cycles) and will save 1 bytes (BIT opcode) for each INPUT and in the case where the capacitor is charged, you consume 8 cycles, while this consumes 6 cycles . . midBand: sta WSYNC ; 3 ; --------------------- ; check if paddle caps are charged. bit INPT0 ;3 BIT paddle 0 bmi donep0 ; 2/3 0=charging, 1=charged stx pValue ; 3 store current scanline value donep0: bit INPT1 ; 3 BIT paddle 1 bmi donep1 ; 2/3 0=charging, 1=charged stx pValue+1 ; 3 store current scanline value donep1: . . .
Hi, I'm looking for a graphical game maker environment for the Atari 2600? It's too fiddly for little. Can I suggested a full GUI environment dynamically using different kernel routines and machine code instructions, to maximise graphical tricks? The user then doesn't need to know how to code, and programmers can concentrate on game play code.
@@8Blit Thanks for that. Been sick and haven't looked into it in detail, but definitely desirable. I assume it's a basic compiler to machine code, and a Forth version would be great. Is there any game maker like GUI authorware out there? Did anybody ever come up with a way to trick the system into smaller pixels in the demo scene? Even tricking the system into shifting a sprite 1/2 or Quarter pixel. I was interested in doing vector graphics years back, even if monochrome, but the pixels are too chunky. Actually, is there anyway to break the display frame structure, to go widescreen. Modern TV will accept 25/30 progressive without interlace flash.
@@Mi-583 with Fusion 2.5 you can make atari like games without coding. All event based! I love it. So all you do is work with your art, music and events... on my channel there is my website, go to gaming choose atari graphics explained. Guess I updated it to talk about another such engine called GDeveloper which is totally free and does the same thing
I can't thank you enough considering the amount of work this must have been. This is STELLAR content, I love it! You single-handedly created the best YT channel for Atari 2600 programming. The bar is set really damn high now for others that might want to follow suit 😋
The paddles are indeed...not intuitive...to program Lol. This helps immensely!!!
Wow, thank you very much for the kind words, I really appreciate the support!
Awesome Kyle!
Excellent! Thank you for sharing your knowledge on the Atari 2600/Assembly language with the rest of us. You have that special ability to take a difficult topic...break it down...organize it...and present it in a manner that is "consumable" for those that want to expand their horizons in this topic.
Thank you very much, I appreciate the kind words!
Thank you very much, I appreciate the kind words!
Yay! Thx
My pleasure!
Fun fact: If you have a pair of paddle controllers connected and you're playing Combat, press the fire buttons on both controllers together for a burst of speed.
Although, you won't be able to fire...
I racked up a little collection of paddle controllers over the years and NONE of them worked properly 😂
I got pretty good at taking the pots apart and cleaning them! Now they are like brand new! ...never did score a driving controller though... 😔
I know the feeling, I always have one that's wonky! It didn't help that I used to test them with Kaboom! until I learned that the movement on that game is always a little sketchy!
@8Blit your little program looks great! I need to throw it on my Harmony cart and test my paddles and see what they register!
As for programming the paddles (since they will all likely vary) is it a good idea to kind of perform an in-game "test", maybe even silently, keeping track of the min/max and sort of calibrating game logic behind the scenes...or am I overthinking things?
(It's a bad habit I have) 🤣
2:22 is that photo ai? It scares me in a way only an ai photo can
It sure is, very uncanny valley 😈
Why not use it like this? (code bellow)
will avoid an unnecessary BIT (.byte $2C - 4 cycles) and will save 1 bytes (BIT opcode) for each INPUT
and in the case where the capacitor is charged, you consume 8 cycles, while this consumes 6 cycles
.
.
midBand:
sta WSYNC ; 3
; ---------------------
; check if paddle caps are charged.
bit INPT0 ;3 BIT paddle 0
bmi donep0 ; 2/3 0=charging, 1=charged
stx pValue ; 3 store current scanline value
donep0:
bit INPT1 ; 3 BIT paddle 1
bmi donep1 ; 2/3 0=charging, 1=charged
stx pValue+1 ; 3 store current scanline value
donep1:
.
.
.
Hi, I'm looking for a graphical game maker environment for the Atari 2600? It's too fiddly for little. Can I suggested a full GUI environment dynamically using different kernel routines and machine code instructions, to maximise graphical tricks? The user then doesn't need to know how to code, and programmers can concentrate on game play code.
Batari Basic is closest to what you're looking for. I prefer to make videos at the lowest level, but I may cover batari basic at some point as well.
@@8Blit Thanks for that. Been sick and haven't looked into it in detail, but definitely desirable. I assume it's a basic compiler to machine code, and a Forth version would be great. Is there any game maker like GUI authorware out there?
Did anybody ever come up with a way to trick the system into smaller pixels in the demo scene? Even tricking the system into shifting a sprite 1/2 or Quarter pixel. I was interested in doing vector graphics years back, even if monochrome, but the pixels are too chunky.
Actually, is there anyway to break the display frame structure, to go widescreen. Modern TV will accept 25/30 progressive without interlace flash.
@@Mi-583 with Fusion 2.5 you can make atari like games without coding. All event based! I love it. So all you do is work with your art, music and events... on my channel there is my website, go to gaming choose atari graphics explained. Guess I updated it to talk about another such engine called GDeveloper which is totally free and does the same thing