Atari 7800 Graphics Modes & Max Sprites Tested

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  • เผยแพร่เมื่อ 24 ก.ค. 2020
  • I paused working on my homebrew Atari 7800 game "Into The Void" so I could discover more of the capabilities of the 7800 combined with Atari 7800 Basic. This video shows some Atari 7800 application I built using Atari Dev Studio, Atari 7800 Basic and the A7800 emulator to try to push the 7800 to it's limits. These are all emulated right now, but I hope to soon have a flash cart to run them on real hardware.
    You can download the tool described here on this thread at AtariAge.com
    atariage.com/forums/topic/309...
    You can listen to our podcast about Generation Atari here:
    www.intotheverticalblank.com
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ความคิดเห็น • 44

  • @3oldtechdudes
    @3oldtechdudes 3 ปีที่แล้ว +8

    This is cool! I'm just scratching the surface of 6502 assembly, having written some VERY simple programs for the C64 and Atari 400/800. An end goal of mine is to learn the 7800, it's such a neat machine.

    • @ecernosoft3096
      @ecernosoft3096 ปีที่แล้ว

      Hey I can help you learn the 7800 if you want!

  • @bryansillman3240
    @bryansillman3240 3 ปีที่แล้ว +5

    Nicely done. Wikipedia said "100" sprites generically, which was a bottomless pit compared to most '80 systems of the day.
    My impression is Atari set there design goal to be 100 generically (a very simple "impressive" nice big round #), then your tricks get it "higher, higher, higher", especially at 09:20! :)

  • @madmax2069
    @madmax2069 ปีที่แล้ว +3

    I would love to see more about Atari 7800 game development. Or at least videos like this exploring the 7800

  • @imaxjunior6531
    @imaxjunior6531 2 ปีที่แล้ว +2

    Very well done. When i use to make games in Amos for the Amiga i would make small test programs to see the limits of what i was hoping to achieve, this would inform me on changes and limits i need to stay within in order for the program to 'somewhat' work the way i wanted. This would often times challenge me to rewrite code in a more efficient way to still be able to do what i want.

  • @bjbell52
    @bjbell52 3 ปีที่แล้ว +4

    I am starting to write a game for the Atari 7800 using 7800Basic. Thank you for your post; it clears up a few things for me. I'm thinking of writing a platform game similar to Miner 49'er or ApplePanic. I could write it in 6502 assembler but would prefer Atari7800 Basic. Again, thank you for your video. I hope I have something to show you shortly.

    • @IntoTheVerticalBlank
      @IntoTheVerticalBlank  3 ปีที่แล้ว +2

      The 7800 is lacking in all kinds of game genre's so Apple Panic or Miner would be good to play!

    • @bjbell52
      @bjbell52 3 ปีที่แล้ว +1

      @@IntoTheVerticalBlank I'm having problems getting my keyboard to work as a joystick with my emulator (Altirra64). any ideas?

    • @IntoTheVerticalBlank
      @IntoTheVerticalBlank  3 ปีที่แล้ว +1

      @@bjbell52 For Atari 8bit games? Let me check. ... I have it working fine in 3.10. I just when to input and selected Port 1 --> Keys
      Which version are you using?

    • @bjbell52
      @bjbell52 3 ปีที่แล้ว +1

      @@IntoTheVerticalBlank 3.10

  • @unebonnevie
    @unebonnevie 2 ปีที่แล้ว +2

    You've got to get your "frames" and "sprites" straight! LOL! Great video and sample code that you did!

    • @IntoTheVerticalBlank
      @IntoTheVerticalBlank  2 ปีที่แล้ว

      Sur of the moment discussion bring out fumbled explanations =)

  • @8bitrocketstudios
    @8bitrocketstudios 4 ปีที่แล้ว +2

    Awesome job, Steve!

  • @MotownBatman
    @MotownBatman ปีที่แล้ว +1

    Hell, the Intro game looks sweet; great job all around

  • @ecernosoft3096
    @ecernosoft3096 2 ปีที่แล้ว +2

    I've made a new generator and with modifications could produce 50-70 sprites!

  • @ecernosoft3096
    @ecernosoft3096 ปีที่แล้ว +3

    There's also 320D but it is pretty useless outside of some artifacting uses.

  • @benbreeck3363
    @benbreeck3363 4 หลายเดือนก่อน +1

    Hmm...
    I wonder what would have happened if Atari used a 65C02 clocked at 5.355 Mhz, put MARIA on its own bus, and put 24KB each of system and video RAM and a FREDDIE MMU (capable of addressing up to 4MB via bankswitching) exposed to the cartridge slot?

  • @PlasticCogLiquid
    @PlasticCogLiquid 4 ปีที่แล้ว +3

    Nice!

  • @atariretrofan
    @atariretrofan 3 ปีที่แล้ว +3

    I wish Atari 65 XE has got so many colors :/

    • @tahrey
      @tahrey ปีที่แล้ว

      heck, be nice if some of that capability had been carried over into the ST (or STe at least) even if not the 8-bits. If they could afford to put a colour sprite engine in the 7800 in what should have been 83-84 (vs its actual release), why not a much more expensive computer many years later?

    • @RetroDawn
      @RetroDawn 11 หลายเดือนก่อน

      @@tahrey Different companies (Atari Inc. contracting out to GCC vs Atari Corp, which was run by ex-Commodore folks) and different priorities (video games vs lowest cost 16/32-bit personal+business computer w/GUI).

    • @tahrey
      @tahrey 11 หลายเดือนก่อน

      @@RetroDawn I guess, but once they had the IP they could have used it elsewhere (but for the stupid management in-fighting of course), and the STe was rather a reaction to the Amiga to give the machine more game-focussed audiovisual capabilities... and there was the mythical Panther which was seemingly at least partly ST(e) based and had at least some minimal display list stuff in terms of having a separate palette for each scanline. So it could have gone together nicely, maybe with an extension of the 7800 tech. Extended to 16 bits and running at 8MHz it would have been amazingly powerful (if hard to program) seeing what was possible with 8 bits at less than 2MHz...

  • @hrivis
    @hrivis ปีที่แล้ว +1

    Very clever!

  • @tahrey
    @tahrey ปีที่แล้ว +1

    NOTHING CAN STOP TORG!

  • @ObsidianContraption
    @ObsidianContraption ปีที่แล้ว +1

    This should be helpful! Cool youre making 7800 games. Any ideas to port to the Atari VCS?

    • @IntoTheVerticalBlank
      @IntoTheVerticalBlank  ปีที่แล้ว +1

      If they could be packaged-up as VCS executables, sure.

    • @ObsidianContraption
      @ObsidianContraption ปีที่แล้ว +1

      @@IntoTheVerticalBlank it's been happening. You should!

  • @what9418
    @what9418 ปีที่แล้ว +1

    What does dropped frame mean in this case? Does it occur when you write too much data to vmem?

  • @tahrey
    @tahrey ปีที่แล้ว +1

    Slightly disappointed that we don't get to see any of the 320 modes, will that be in a follow up maybe?
    Anyway guess this sort of explains why so many 7800 games seem to be a pile of sprites against a black background... And what is the method of rendering, does the system actually have enough memory to build a bitmap framebuffer? The double buffering and the frame drops make me wonder. Even if it's only actually drawing 20 frames, or maybe less than 10, per second, the screen still has to be updated at 60fps (or 50) and that image data has to come from somewhere...

    • @IntoTheVerticalBlank
      @IntoTheVerticalBlank  ปีที่แล้ว +1

      Oh yeah, the colors are weird in those modes, but we'll get to those in a demo. The best way to use them is to layer sprites on one another, but the screen also uses up a lot of memory.

    • @tahrey
      @tahrey ปีที่แล้ว

      @@IntoTheVerticalBlank I wonder if it can get close to the ST record for 2bpp BOBs with no framedrops... Probably not STe / ST+Blitter, but maybe the raw machine?

  • @ecernosoft3096
    @ecernosoft3096 2 ปีที่แล้ว

    Source code please!
    I am working on a 7800 asm game "It's Conner Time!" and managed 8 sprites..... You managed 200. Please give me your source code!

    • @IntoTheVerticalBlank
      @IntoTheVerticalBlank  2 ปีที่แล้ว

      No ASM. I used 7800Basic. It used the extra 16K RAM for display lists and two frames to draw the screen instead of one (doublebuffering). Hopefully that helps.

    • @tahrey
      @tahrey ปีที่แล้ว

      @@IntoTheVerticalBlank oh, does the basic cart have extra memory onboard?

  • @BAZFANSHOTHITSClassicTunes
    @BAZFANSHOTHITSClassicTunes ปีที่แล้ว +1

    I thought the 7800 could do 52 hardware sprites to avoid flickering.

    • @IntoTheVerticalBlank
      @IntoTheVerticalBlank  ปีที่แล้ว +1

      It can do an "unlimited number" but it comes out to about 50-100 depending on size that can be push in an single Vertical Blank. It's quite enough for most games.

  • @znrask11k46
    @znrask11k46 3 ปีที่แล้ว +2

    👾👾👾👾👾🎮🎮🕹️🕹️🕹️

  • @pabblo1
    @pabblo1 ปีที่แล้ว

    Isn't the Atari 7800 basically a slightly improved Atari 2600? I mean, it can play Atari 2600 games, and it has the same TIA sound chip that the Atari 2600 had (except for a couple games, which used the later POKEY chip)

    • @stillbuyvhs
      @stillbuyvhs ปีที่แล้ว +1

      In the 2600, the TIA was both the graphics & sound chip; the 7800 has another graphics chip, called MARIA, plus more RAM, a MOS 6502 CPU instead of the 2600's cut-down 6507 CPU, & a lock-out feature so only official Atari-licensed carts could access the extra resources.

    • @tahrey
      @tahrey ปีที่แล้ว +2

      I think it's vastly improved on the graphics and memory front, just a shame they didn't keep the POKEY from the 5200 to work in parallel with the compatibility-reasons TIA. Going with the NES style on-cartridge upgrade chips only really works if your default soundsystem is somewhat usable in the first place, so the extra silicon can be used to add pizazz to premium titles which can justify the cost, rather than being pretty much mandatory for even what would otherwise be considered base-level audio for all your competitors... jacking up the price of the games across the board. (And meaning homebrews are stuck with rubbish sound, unless you have a flashcart that has extra chips in...)

    • @IntoTheVerticalBlank
      @IntoTheVerticalBlank  ปีที่แล้ว

      More memory, a completely different graphics architecture with the Maria being able to put 20+ multi colored sprites per horizontal zone, etc. The sound is TIA to keep compatibility with the VCS, but the ability to shove more dated into the stereo channels was used in Food Fight and other games to made some very decent music and sounds considering the lackluster chip. + pokey, other sounds chips and "mappers" can be added just like the NES.