[stella] some questions about the a2600

Subject: [stella] some questions about the a2600
From: gentlben@xxxxxxxxxxxx
Date: Tue, 25 May 1999 12:59:34 -0700
hey everybody...i have been studying this atari 2600 programming stuff
off and on for a few months and i am wondering a few things, being a
newbie and all:

1. how are interrupts (BRK, IRQ, NMI) handled by the 2600?
2. what exactly is the point of having missile and ball objects and how
are they used
    in already existing roms?
3. should the 3 VSYNC and 37 VBLANK lines be applied as soon as
execution
    begins, or is it possible to have a blank 1st frame in which
initialization and other
    housekeeping goes on?
4. what exactly are overscan lines and how are they done?
5. is it true that the 6507 can only address 13 bits of information (i
read somewhere
    that it can, but then i read somewhere else that it could only read
12, maybe it was
    a typo) and can this be used to any effect at all?
6. has anyone ever written a home brewed game that had bank switching
(is larger
    than 4K)?

i know some of these arent really good questions or are obvious but like
i said i am
a newbie so i hope i havent made too much of a nuisance of myself :)

dee




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