--- Log opened Mon Aug 27 00:00:35 2018 |
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01:23 | <&McMartin> | Whee |
01:23 | | * McMartin does some hardware tests on his Atari 2600 for the first time in a while |
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04:15 | <&McMartin> | I'm not sure how I didn't notice this before -_- |
04:15 | <&McMartin> | Checks out on both hardware and in emulation though |
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06:10 | <~Vorntastic> | What happened? |
06:26 | <&McMartin> | This. https://bumbershootsoft.wordpress.com/2018/08/27/atari-2600-placing-static-sprites/ |
06:27 | <&McMartin> | The influence of the NUSIZ registers appears nowhere in my docs or tutorials, and I've compensated for it without noticing I was in many previous projects. |
06:27 | <&McMartin> | But I've now verified it not only in emulation but on actual hardware and it's unmistakable so *shrug* |
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14:53 | <&[R]> | https://github.com/nowsecure/frida-cycript |
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15:28 | <@gnolam> | I've gotten a feature request for a "restore from backup" prompt if the configuration file is missing or corrupt. |
15:28 | <&ToxicFrog> | Huh. IIRC NUSIZ is mentioned in Racing the Beam (including the fact that various "Combat" modes were straightforward applications of it) so I'm surprised it doesn't show up in the programming docs. |
15:28 | <@gnolam> | I am now very very tempted to implement it and style it as the Sierra "[Restore] [Restart] [Quit]" dialog... |
15:29 | <&McMartin> | Oh, yes, NUSIZ is totally mentioned |
15:29 | <&McMartin> | What is not mentioned is that there is an additional third of a cycle delay when rendering a magnified sprite. |
15:29 | <&McMartin> | So it shifts one pixel to the right if you magnify it, and back to the left if you demagnify. |
15:30 | <&McMartin> | (There is a similar one-pixel delay between 8-bit players and the 1-bit missiles and the ball, but that (a) *is* in ancillary docs I've read and (b) only affects the coarse placement logic) |
15:33 | <&ToxicFrog> | Aah |
15:34 | <~Vornicus> | a *third* of a cycle |
15:35 | <&McMartin> | Yes. The core oscilator in all these chips is the ~13MHz NTSC Color Burst oscillator |
15:35 | <&McMartin> | The "color clock" runs at a quarter of that, and the CPU runs at a third of *that*, for your 1.xxx MHz that we all know and love |
15:35 | <~Vornicus> | juicy crust am I glad I am working in an era of Video As A Big Truck |
15:36 | <&McMartin> | I guess |
15:36 | <&McMartin> | I'm getting kind of mad though |
15:36 | <&McMartin> | Too much is becoming Shrouded In Myth |
15:39 | <&McMartin> | There is exactly one programming mechanism for commanding the Atari 2600 that isn't familiar to every C64 programmer who ever wrote a graphical-split-screen interrupt... and that's usually the first real application of "POKE a quick machine code routine in to help out BASIC" |
15:39 | <&McMartin> | And that mechanism is that many control registers are strobe registers (that is, they ignore their data, and the important thing is that an attempt was made to read or write them) |
15:49 | <~Vornicus> | What are strobe registers being used for |
15:50 | <&McMartin> | a lot of things, really |
15:51 | <&McMartin> | sync and resync operations (including sprite placement and movement) and bulk value-reset operations |
15:52 | <&McMartin> | The C64 only has one strobe register, and it's in a corner you don't normally use unless you're writing productivity software |
15:52 | <~Vornicus> | ? |
15:52 | <&McMartin> | Some of the serial control lines have their interrupts cleared by reading them |
15:53 | <~Vornicus> | . |
15:53 | <&McMartin> | s/cleared/acknowledged/ I guess |
15:53 | <&McMartin> | NES is similar for GPU address control; a status read has as a side effect resetting the write state machine |
15:54 | <&McMartin> | But this is why I'm mad at the 2600's mystique |
15:54 | <~Vornicus> | "for real this isn't all that weird" |
15:54 | <&McMartin> | With one exception, doing much of anything on next-gen systems means you've already faced far worse |
15:55 | <&McMartin> | The one exception is the Atari 8-bit home computers, and that's because their video chip is almost explicitly "Let's take the 2600's graphics, do more of it, and automate all the tedious bits" |
15:55 | <&McMartin> | ... which is why its sprites are all 256 bytes tall and have no explicit vertical positioning either |
15:56 | <~Vornicus> | I think after I finally manage to create my *=bonobo leather trousers=* I want to go after pandemonium 2 or whatever that game was from the compute! gallery thread |
15:56 | <&McMartin> | crossroads 2 |
15:56 | <~Vornicus> | that's the one |
15:57 | <~Vornicus> | that game looked like it kicked incredible ass |
15:57 | <&McMartin> | What do you mean by "go after"? |
15:57 | <~Vornicus> | try making it for a modern ish system |
15:58 | <~Vornicus> | ...which means among other things simulating the lag that the original had because that is *not* going to lag on anything built in the past decade |
16:01 | <~Vornicus> | and the way it speeds up the fewer things are on the board is clearly an effect of the sheer thrashing the processor is doing. |
16:02 | <&McMartin> | Only update X agents per frame |
16:02 | <~Vornicus> | A solid plan |
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16:08 | <&McMartin> | And I think it's on purpose |
16:08 | <&McMartin> | The demo screen for CR2 runs faster than the human eye can reasonably follow |
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18:05 | <&McMartin> | Vornicus: your phrasing 'looked like' implies you haven't actually played it |
18:05 | <&McMartin> | I definitely suggest playing Crossroads 1 first, since it's less chaotic |
18:06 | <&McMartin> | Though you also need to be able to identify which enemies can reflect shots off their faces, since that's not always obvious |
18:38 | <~Vornicus> | I have not, you are correct |
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18:50 | | * Vornicus does battle with yet another piece of the voronoi diagram puzzle: distant points as centers of circles with distant points as vertices |
18:51 | <~Vornicus> | this shouldn't be hard; subtract, perp-inize |
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--- Log closed Tue Aug 28 00:00:37 2018 |