Subject: Re: [stella] Driving controller multitap From: KirkIsrael@xxxxxxxxxxxxx Date: 25 Feb 2004 13:01:13 -0000 |
> 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. But you're still suggesting a hardware hack to plug 'em all in, right? > >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'll have to look at that. (Actually I should look at a bunch of games and play the old "how'd they do that" game, now that I have more of an idea of what an atari program looks from the inside.) > >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? Not neccesarily. It's mostly a matter of trying to match that game's look and feel. Maybe not even that.... > 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. How much time does paddle reading take out of the kernal? How often do you have to check? I had forgotten that it happened during the kernal...I guess there's no way to do it during VBLANK? -- KirkIsrael@xxxxxxxxxxxxx http://kisrael.com "Death smiles at us all. All a man can do is smile back." --Gladiator ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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