Re: [stella] Who we are

Subject: Re: [stella] Who we are
From: Greg Troutman <mor@xxxxxxx>
Date: Thu, 20 Nov 1997 22:33:12 -0800
Teknovore wrote:
> 
> On Wed, 19 Nov 1997, Robin Harbron wrote:
> 
> > The language wouldn't be run on the 2600 - it would be on a
> > "real computer" ;) that would pump out 6507 code that
> > would be the game.  I think it'd be quite easy to write a
> > generic kernal that would handle the 2 players, 2 missiles
> > and 1 ball, and allow a simple background - then you'd have
> > to create the game logic that could run outside of the display -
> > it's certainly possible, the only problem is that all the games
> > would tend to look the same, like games made with Game Maker,
> > or the Shoot-em Up Construction Kit (SEUCK).
> 
> I didn't mean to imply that the language would be run on the 2600,
> that would be several orders of magnitude more insane. 

Actually, I was reading a book recently, and it occurred to me that the
2600 could be used for the emulation of another machine, which is
probably the ultimate insanity.  The machine was called
SADSAC--Simplified version of A Decimal Single Address Computer (big
grin) and was created to demonstrate all the basic functions of a
computer.  It has one 13 bit accumulator, one 8 bit program counter and
20 or so op codes.  For ultra simplicity in instructing newbies, it is a
decimal computer, so the 8 bit program counter, organized in BCD, only
allows an address space of 100 bytes.  Every instruction consists of
three signed BCD digits: one op code (-9 to +9) and one memory address
(00 to 99).  In the book, they translated several Fortran programs to it
to demonstrate generic machine language organization...  The 2600 could
probably do this, complete with a joystick driven command prompt,
machine language oriented line editor, a compiler, and everything ;)

--
mor@xxxxxxx
http://www.crl.com/~mor/

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