Did you start off with it at max difficulty or the dynamic difficulty? Im using Rocksmith 2014 and ive never played an instrument besides a bit of the Ocarina years ago for fun, Rocksmith has dynamic difficulty as default and idk if i should just put it on full difficulty and learn by just slamming my head (or in this case fingers lmao) into the wall over and over again or not.
Just some tips... When you are in the equipment bays (pilotage, shields, etc.) there is an arrow in the upper left area that you can click to take you to the next area (cycles through them) so you don't have to move to the other one. You can drive your vehicle to near where you want to shop and store stuff in your vehicle so your can carry more stuff back to the ship per trip. You can move parts between the circuits in the various bays so it's best to have 100% (green) circuits. You don't have to have all the circuits working in order to lift off, it's just better if you do. Some of the bays you can prioritize (shields) while depriortizing others. So if you find a circuit part common between them, take it out of one and put it in another bay to get that bay nearer 100%. This is especially important in space after a fight. Every planet is a different market. Some things that are cheap on one planet (even in one city on the planet) can be expensive on another planet in another system. You can even build up a next egg by buying things (i.e. guns) on one planet where they are cheap and selling them on another where they are expensive. You can carry multiple body shields for added protection. On some planets/cities, that might not be a bad idea ;)
Happy to look forward to this tutorial. I played around with thia during your Assembler Series. Also it looks you lost some weight. Hope it was on purpose. Looks good, man!
@@MissionEdPossible I might try...I've also thought it would be an interesting exercise to write a real-time, compatible interpreter that does 4 additional things. Ability to save/load programs, edit more than 9 lines of code, allow full editing of the code (without attempting to write it from the bottom up), and give it more memory for longer programs... :)
what a GREAT series! I don't know why it took so long for YT to suggest your feed. SUBSCRIBED!! 🙂. QUESTION: Would you someday consider covering this type of material using CC65? I can handle some ASM but I have to ease into it from C.
Thanks so much! The assembler I chose has partly to do with the fact that it works so well with the Atari 8-bit emulator Altirra. I know CC65 is the standard for other platforms, like the NES. At this point, I'd like to actually finish the course... after that... we'll see! :)
Thanks, Ed, for another great episode! This one was a lot of fun! I thought of a small speedup in the place_monsters procedure. When you randomly generate the x and y coordinates for the monster, you jump back to "place" if either one is out of bounds. However, since you generate the y coordinate after you already found a valid x coordinate, you don't have to re-generate the x coordinate. You can place a new label after the "sta tmp_x" line and jump there if the y coordinate is out of bounds. In practice, it doesn't make a huge difference. It saves about 1 call to random16 per monster placed by my estimation.
Hi Ed, I love this series, and I'm following along with every video! Something I noticed in this episode is that I think the "get_doors" procedure could be simplified by using "Absolute,Y" addressing instead of "Indirect Indexed" addressing. That way, you wouldn't need to store the pointers in memory. I tried this, and it seems to work: ldy room_pos lda room_pos_doors,y sta room_doors,y ldy room_type lda room_type_doors,y ldy room_pos and room_doors,y sta room_doors,y Thanks again for creating this series!
Sorry but where did learn all these stuff? I feel a bit overwhelmed by how things works, just need to take some time to let my brain process everything, BUT! I would love to read some concise documentation about atari development with 6502 asm
I've had a lot of practice! There's a lot of books that are freely available out there in PDF form - a couple of that come to mind are "De Re Atari" and "Atari Roots" - if you google for them, I'm sure you'll find tons! Another great resource is "Atari 8-bit Display List Interrupts: A Complete(ish) Tutorial" - there's a ton of info there on DLIs!
The OSS ACTION! Language gives a close to bare metal experience and most of the speed, but is a higher level language and is easier to code. It has a Run-time package so it can be run on any machine with sufficient memory.
I made the same mistake that you made when first playing Gopher. The bird is not trying to poop on you, it is dropping a carrot seed which you need to catch and plant while trying to juggle defending your existing carrot(s) from the gopher. Sort of a mechanic to keep redeeming extra lives which is exciting, because it is a tug-of-war to prolong the game loop. I would have rated it higher as many of the same strategies that make Missile Command fun are present here. Just no way awesome trackball control and sloppy targeting that makes that arcade game so fun!
I do! I have an Aerosmith LE pin - I'm a huge fan of the band and had to get it when it came out. I had 2 pins at one point, the other being Mustang, but I sold it to a friend.
Here's hoping you guys do more of these videos! Intellivision, Colecovision, Atari 8bit... my favorite the Apple II which sadly everyone ignores even though they started the home computer boom and started many of the great home computer games.
This weekend I got back all my Atari stuff that my brother in law took after I moved to California thirty years ago. My first computer was an Atari 800, but now the keyboard doesn't work at all. I've seen that this is a common problem and I'm looking forward to fixing it. I have a used 1200XL I got because I thought it looked cool and I wanted to try out all the new features. I got my Atari 800 on closeout after the 1200XL was released so all my peripherals were designed to match the XLs. Initially I got The Programmer, a 1010 cassette drive with my 800. I also got a used 400 for $19 because I had always thought it was cute. Yes, it's upgraded to 48K but the cassette interface never worked (since I've had it) so it can only use cartridges or programs loaded from disk. I eventually had two 1050 disk drives and pretty much ALL the accessories. I was married and in college when I got my first computer. I have three BASIC cartridges, one for each of my computers, also Microsoft BASIC II, BASIC XL and Action!, but I didn't use those much because I was all into the Assembler/Editor cartridge and I later got the Atari Macro Assembler and Programmer's Text Editors. But now it's only the 400 that works just like it did when I first got it. That keyboard was never all THAT bad, and it seems to be bulletproof. But I'm still a bit hobbled because neither of my disk drives are working properly right now. I learned everything I ever needed to know about computer science on that Atari 800. Yeah, it's like Christmas (that fell off a truck or something). Tonight I'm partying like it's 1982.
Since you did the stream, three more UA Unlimited games have been found. That brings the total to 6, including Cat Trax. I still think Cat Trax is the only one that may have got an actual release.
S: Q*bert, Montezuma's Revenge A: Amidar, Star Wars: The Arcade Game, Star Wars: The Empire Strikes Back, Frogger, Spider-Man B: G.I. Joe: Cobra Strike, Star Wars; Return of the Jedi: Death Star Battle, Popeye, Sky Skipper C: Gyruss, Frogger II: Threeedeep!, Tutankham, James Bond 007, Q*bert's Qubes, Reactor, Star Wars: Jedi Arena D: Strawberry Shortcake Musical Match-Ups, Super Cobra, Mr. Do!'s Castle
Late to the party but SDMCTL are mode settings by bits. In C (cc65) it looks like this: OS.sdmctl = OS.sdmctl | DMACTL_PLAYFIELD_NORMAL | DMACTL_DMA_PLAYERS | DMACTL_DMA_MISSILES | DMACTL_DMA_FETCH | DMACTL_PMG_SINGLELINE; Where: DMACTL_PLAYFIELD_NORMAL 0x02 /* e.g., 40 bytes per scanline with normal borders */ DMACTL_DMA_PLAYERS 0x08 DMACTL_DMA_MISSILES 0x04 DMACTL_DMA_FETCH 0x20 DMACTL_PMG_SINGLELINE 0x10
Are you guys planning on doing anymore ranking videos for other systems like Intellivision, Colecovision, etc? Or even computer systems? Really enjoy these videos...
That was a thought, but our time is a bit limited these days. With the limited views/likes that these bring in, it's hard to justify doing more of them. If there were more interest (like if the videos took off), then that would be something to consider!
@@MissionEdPossible Yeah I understand. But I don’t get why you don’t get more views or likes. I love your videos over so many other RU-vid videos practically doing it he same thing. Yours just seem a little more loose and off the cuff which is what I like. Oh well, thanks for the response.
Looks like you had a lot of experience before day 1. You knew how to play basic chords and change quickly. I just tried playing RS14 and I can barely get single notes out with long delays. lol But, you definitely improved in 60 days. Can't wait to see the same results myself.
Admittedly, yes, I had played before. I wanted to see if I could get better. Chord changes (especially C to G or D) are still way slow for me. I also have been playing piano for 40+ years, so I had that going on too. I still haven't progressed much since I started playing guitar again. I did find my RealTone cable though again recently, so I might pick it back up. Glad you enjoyed the video!
Bug 1: Since you are looping 128 bytes, you can (should) use dex/bpl and load X with #$7f. It's cleaner to keep the dex and branch close together as later modifications to a routine can mess with the flags. You also copied 8 bytes in your previous video, for the sprites and you could do ldx #7 / copy / dex / bpl, there was no need to compare X there. Edit: That macro sure did add some bytes though :) perhaps tying the copy-statements inside the same loop (or two if the branch doesen't reach).
I'm trying to do this without the macro for DASM. It is difficult because of the variables. I used my "map" data at $8000 with the first value being the 1 for the wall. Using memory locations for the variables, trying to get the "map" location and store it. Direct addressing give me the value at "map" (01) not the "map" address ($8000). So switching it to the "map" address with LDA #map gives me a error "must be <$100" so using only the low byte LDA #<map we get into the same error at higher numbers (+240). So not using a marco, I am going to have to solve this a different way to use DASM.
I picked MADS over DASM just because it seemed like the one that most people were using for Atari 8-bit stuff (but nothing else!) - I know I rely a lot on macros -- otherwise ASM is just too tedious! Hopefully you got it working with DASM -- if you did, let us know!
Weird fun fact, My dad made every board and video game outer box at the parker brothers salem ma factory from 1975 till the plant closed and manufacturing got shipped to China in 1993. I was also a game test kid ( I was 10 and didn't know I was ) I found a bug in the popeye game, and they literally sat two old ladies from the office in from of a TV and atari trying to reach level 2 to see the bug... I also got early copies of Montezuma's qberts cubes, frogger 2 ( when I was handed them I was told " do not trade these, do no show them to your friends, do not tell your friends about them " and I have played the ewok game ( test demo at the factory ) Parker didn't make the carts, they were made over seas and the blank black cards got here, parker bros salem made the boxes, manuals, and cart lables. ( thats why parker games loose the labels so often, they are stuck on with box glue ... thats all they had lol )
Wow, that's soo cool! I loved the look of the Parker Brothers carts - I just wished the labels would stay on! Box glue -- yeah, that would be an issue! Thanks for sharing your experiences -- lucky kid!
I am converting this to the Atari 5200 to learn what you are explaining. Is copying the Character Set to RAM that important? I was going to just set CHBASE to a location on the ROM cartridge and read the Character Set directly from ROM. Or is this an ATARI 5200 specific capability?
It's not important if you're just replacing the characters - If you're going to use the existing ROM character set, there's no need to mess with it at all.
Again I haven't played most of these. Some really rare titles here. River Patrol: C. A kid who went to the church I went to when I was a kid had a copy of this and I got to play it once, for an extended period of time. We liked the music (very few Atari games had ANY background music) but felt the gameplay was lacking. The boat was very sluggish and awkward to control, and many of the obstacles were seemingly impossible to avoid, which led to the game feeling unfair. We still played it a lot, but it didn't get any better. It's a R9 cartridge, who knew. Threshold: A. I think the difficulty of Threshold is fiendish, and that's the appeal. As shooters go, I rank Megamania, Spider Fighter, Space Invaders, and River Raid higher. But Threshold is right up there, and it's one to plug in if you're sick of feeling like the games you've been playing are too easy. Pete Rose Baseball. NR. I feel like it would be unfair for me to grade a sports game that I haven't played two-player, and I need to go back and re-play it, with a 2P opponent. I need a manual, I couldn't figure out the controls. The graphics are AMAZAING, S-tier plus. Probably the best looking console baseball game until Jaleco's Bases Loaded on the NES. If I can learn the controls and actually play it, I'll give it a revised rating. Tomcat: The F-14 Fighter Simulator: NR. I have this in my collection, but I haven't played it. I should say I have played it, but I couldn't figure out how to get off the deck of the aircraft carrier. It seems like they are trying for realism and simulation, but again, I need the manual to get anywhere. Maybe there's a great game in there, waiting for me to discover it.
I think saying, "Bomb did not know what they were doing other than shooting four directions in space" is unfair. In Assault you can only shoot in three directions.