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Pitfall 2 Sound |
pitsound.zip |
pitsound.bin |
Andy Mucho |
Sound code similar to Pitfall 2 but without special hardware. Needs some work to be useful in a game, but has potential.
Sounds best on a real Atari.
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HMOVE Timing |
hmove.txt |
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Brad Mott |
A chart showing what HMOVE does when you execute it at odd times. This can help remove the black HMOVE lines or
allow farther movement than normal with HMPx registers.
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No Flicker 13 Char Text |
13ch4.asm |
13ch4.bin |
Andrew Towers |
My 13 char text routine, optimized by Andrew Towers and Thomas. Displays 15 lines but will need conversion to indirect addressing for most applications.
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No Flicker 13 Char + 2 Text |
13_plus2.asm |
13_plus2.bin |
Paul Slocum |
13 char routine with 2 more characters off to the side. Good for inventory/options/score screens. Displays 13 lines.
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VDEL Explained |
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Eckhard Stolberg |
This explains how VDEL works and how it was intended to be used.
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Skipdraw Explained |
skipdraw.txt |
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Dennis Debro |
Explanation of Thomas's
Skipdraw
kernal sprite routine. Note that the skipDraw branch will typically branch out of the kernel and then return to keep the cycles consistent.
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Multi-Sprite Trick Explained |
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Christopher Tumber |
Explanation of the RESPn trick as found in Galaxian and used in Space Instigators.
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Inverted Graphics/ 3 Color Score |
score3x2.asm |
score3x2.bin |
Thomas Jentzsch |
By inverting the score digit graphics, fewer color writes are required and more colors are possible. This example wouldn't be
possible if you tried to rewrite COLUP0 and COLUP1 3 times on each line.
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Fractional Positioning |
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Andrew Davie |
Objects can easily be moved fractions of pixels using 16-bit position variables. Andrew explains it in this post.
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