Already reached Milestone 2! ๐ชโ
it is so nice when you get to make the milestones, and they are so easy to reach ๐คซโ
In this step I mainly move around stuff, clean up the #6502Assembly code and make use of macros more productively.
The main goal was to show how you can use #Atari2600 timers to show a complicated image, while the CPU processes new commands at the same time.
Using macros, I was able to clean the main file and focus mainly on game code without caring about counting what scanline the TIA is on, that is the magic of Macros... if that gets you excited, next step will have subroutines, get ready! ๐คฉโ
Subroutines are very usefull as they let us count how many cycles we have inside them, and thus calculate if we have enough time to use them.
OK, where are we now? We have most of the boilerplate done, we have a stable PAL image and we understand exactly each part of the code does.
Next step is to start printing some text, and while at it, also make that text be a score and a timer, fake for now, but no one will know if they only look at a picture, right?๐โ
The challenge is that there is no such thing as fonts in Atari2600, we have to tell the TIA when to show a colour, and by arranging them correctly, we will make shapes that look like letters and numbers... hmm, i guess that is what fonts are anyway.
Here is the code now:
https://gitlab.com/xsk/mineredd
and the release for this ROM Milestone:
https://gitlab.com/xsk/mineredd/-/releases/v0.02
You can use the Makefile commands to load the game up on #StellaEmulator or just use #8bitworkshop directly.
Canโt wait to receive the PCBs so we can see the code run on actual hardware!! should be this week