Atari 2600 Codin.
Feb. 26th, 2006 04:31 amI've been working a bit more lately on my little atari 2600 game again. Been building it up little by little as I add this or that or restructure that there. You know the drill. Starting "version 4" of the kernal probably tomorrow. Version 2 and 3 look identical as far as a player would be concerned. All I did between the two begin to un-hardcode the picture I hardcoded into the rom at first to get a stable picture on the screen.
Version 4 will be to add bankswitching to change the 4k rom into 8k. I have 2 display kernals right now as it is. One is the real display kernal. The other is a set-up screen that outputs just a black screen for one frame where it sets up for the next display screen. Efficient? Not really. But good practice which is all this is suppose to be at this stage. With an 8k rom, I'll have 2 banks of 4k. (duh.) I'm thinking of using the bottom bank for the display kernal and screen-to-screen updates and using the upper bank for subroutines and rarely needed data. I move playfield data into ram when the screen changes, so all room data can technically be placed in the upper bank.
Yes, I'm really this boring. :P
Version 4 will be to add bankswitching to change the 4k rom into 8k. I have 2 display kernals right now as it is. One is the real display kernal. The other is a set-up screen that outputs just a black screen for one frame where it sets up for the next display screen. Efficient? Not really. But good practice which is all this is suppose to be at this stage. With an 8k rom, I'll have 2 banks of 4k. (duh.) I'm thinking of using the bottom bank for the display kernal and screen-to-screen updates and using the upper bank for subroutines and rarely needed data. I move playfield data into ram when the screen changes, so all room data can technically be placed in the upper bank.
Yes, I'm really this boring. :P