Subject: Re: Question about your VCS simulator [ Was Re: [stella] TIA Playfield Painter V1.02 Released] From: "Joseph Thompson" <jrt1@xxxxxxxxxxx> Date: Wed, 5 May 2004 17:28:22 -0500 |
----- Original Message ----- From: <KirkIsrael@xxxxxxxxxxxxx> To: <stella@xxxxxxxxxxx> Sent: Wednesday, May 05, 2004 3:37 PM Subject: Re: Question about your VCS simulator [ Was Re: [stella] TIA Playfield Painter V1.02 Released] > > > > How compatible is the code with the actual 6507/TIA? It seems to be the > > closest thing to a full devkit anyone has done, and combined with your other > > tools intrigues me, but can the results eventually be converted into an > > actual cart or is it a horse of a completely different color? > > I havent explored any "code generating" abilities of the tool > (though I've written some similar stuff myself w/ the leprechaun > editor) but while it's feasible and in some ways useful to be > able to generate working, compilable code (great for learning how > to draw a playfield) > and someone could then put that binary onto a cart, you'd just > have a simple static display on a cart. Cool, but not that > interesting. I wasn't referring to the playfield generator (which I assume is basically a very simplified version of how the GreetingCarts are done), but to the full hardware simulator Chris has on his site. . . > > For the foreseeable future, the "dev kit" will be DASM plus > a good text editor, ideally one that does syntax color, and eith > batch files or in-editor-compilation scripts, plus an emulator. > Tools like this one (and similar ones I've made myself, > PlayerPal / PlayfieldPal on http://alienbill.com/2600/ > can be very useful, but for any non-trivial game, there's > still plenty of coding to be done. I shall have to check these out. I'm still thinking Tinkle Pit (or, failing that, Ladybug) are do-able, and any tools would be helpful. Just wish DASM had a front end of some kind or a vcs.h was made for an assembler that already has one. > > Two thoughts for my fellow [stella]-ites: > random idea: make a generic gunfight-like kernal, and tie > it into an online player editor, and let people make their > own custom head to head shooter with any 8*N graphic they > can come up with...(and also a title screen generator) > autogenerate binaries, and then maybe work out a deal w/ AtariAge > to let people make their own one off carts, all online. > (maybe optionally uploading graphics for the cart art..) > Kind of a highly automated graphical-Hack generator > Whaddya think, Al, would that be fun and/or profitable? Combine that with the Combat Redux/Indy 500 XE playfield editors and there could definitely be something there. > > The other thought:: look, can someone tell me, did I > imagine this utility that let you enter note data, and then > the program would spit out frequency suggestions based > on a closest fit algorithm? Maybe JoustPong's tune was > so simple (C, Eb, D, Db) that I could find good matches > easily just by looking at the generated frequency charts, > http://alienbill.com/2600/cookbook/music/slocum.txt or > http://alienbill.com/2600/cookbook/music/stolberg.txt > Anyway, that's another utility that, if it doesn't exist, > needs writing... Eh, I'm doing the "I Got You, Babe" clock manually from a MIDI. Bit of a pain, but as sound coding on the Apple ][ and C64 is one of the only things I have significant experience in to draw upon, I'm sure I'll get a better result than from any canned util. > > > -- > KirkIsrael@xxxxxxxxxxxxx http://kisrael.com > "Sometimes your shallowness is so thorough, it's almost like depth."--Daria > > > -------------------------------------------------------------------------- -------------------- > Archives (includes files) at http://www.biglist.com/lists/stella/archives/ > Unsub & more at http://www.biglist.com/lists/stella/ > > ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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