Re: [stella] Driving controller multitap

Subject: Re: [stella] Driving controller multitap
From: Glenn Saunders <mos6507@xxxxxxxxxxx>
Date: Tue, 24 Feb 2004 22:51:00 -0800
At 10:10 AM 2/24/2004, you wrote:
And any game that requires a hardware hack
to play is going to be a hard sell.

I'm just saying that the Atari 2600 console has the capacity to support 4 driving controllers with all the buttons active. There are enough signals for that. Whether that is economically viable is another matter.

As to the scarcity of driving controllers, I'd really like to see someone come up with a set of brand new driving controllers some day. They are pretty versatile controllers and I'd like to see them used for more games.

Maybe an "intelligent flicker
routine" would be worth it, but w/ 4 objects, that becomes a very
difficult problem.

No worse than Ms Pac Man.

I've had some side conversations about this; while a lot of the people on stella are hardcore kernal wizards...

The idea is to use as much of Indy 500 as possible, right?

Reading paddles involves some major surgery to the kernel. You'd actually be able to preserve more of the existing Indy 500 kernel if you did 4 driving controllers because all the controller code could stay between frames. You're really just doing some code cloning and bit shifting of the grey-code plus the booster grip stuff which as Thomas explained a while back only involves polling the pot lines at the very top and bottom of the screen which doesn't add much overhead.

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