Subject: Re: [stella] Building yourself an A2600 From: Glenn Saunders <krishna@xxxxxxxxxxxxxx> Date: Wed, 03 Mar 1999 09:11:04 -0800 |
At 04:14 PM 3/3/99 -0500, you wrote: >What Atari games used the 2600 style hardware? I have looked a a good number of the early Atari arcades games during my work on MAME and have not seen any yet that work that way. I don't think MAME emulates the games that are closest to the 2600 in archetecture. >There are either all discrete logic like Pong, or they are basic tile and sprite systems with custom logic thrown in to do scalling and such. The designers said that the way (in actual electronic components inside the TIA) that the 2600 generates its sprites was similar to the early coinops, but made generalizable. If you look at the motherboard of Space Race, you will see the actual shapes of the ships as diodes or resistors in a V pattern which, through analog logic, delay the signals in such a way as to generate that shape on the screen. This is a very minimalistic design philosophy of doing as much as possible through cheap tricks with a minimum number of gates, and if a CPU is involved, a minimum amount of memory usage. For instance, the width registers on the 2600 involve delaying the signal as the beam is drawn. The color involves delays on the composite video signal. Very simple but effective stuff. Look at the way the 2600 generates its playfield as well, by using almost no memory. You take a lot of those cheap tricks, have them look at a tiny piece of memory instead of being hardwired, and you collapse them into a VLSI chip, and drive it with a CPU, and that's what the VCS seems to be. This is the opposite of traditional computer archetectures that implement a straightforward framebuffer and software blit everything (like the Astrocade), or use standard OS/BIOS calls to the sprites which involve some limitations (Intellivision). The 2600 is able to animate sprites faster than most machines of its era because it talks directly with the video signal every scanline. That, plus being able to shift color registers every scanline is an advantage over systems that use either a fixed color palette (Intellivision) or having to select 4 or 5 color registers per screen (Astrocade). If you've ever opened up an Astrocade you'd see what I mean. In 1977, implementing a framebuffer archetecture involved a lot of silicon, and as stated above, for action gaming, it wasn't even that effective. The 2600 has almost no silicon but can generate extremely colorful, kinetic displays. ========================================================= == Glenn Saunders --3D Graphics / Videography / Web development-- == == krishna@xxxxxxxxxxxxxxx http://www.geocities.com/Hollywood/1698 == == Stella@20 video page http://users.cnmnetwork.com/~krishna == ========================================================= -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
Re: [stella] Building yourself an A, Dan Boris | Thread | Re: [stella] Building yourself an A, Dan Boris |
Re: [stella] Building yourself an A, Glenn Saunders | Date | Re: [stella] Building yourself an A, Glenn Saunders |
Month |