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(fornojsampappa.wordpress.com) Förnöjsam pappa: Atari BASIC program to demonstrate non DMA driven Players and Missiles (3 februari, 2013)

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Söndagen den 3 februari, 2013

The next thing I needed, was to understand how to put the Atari’s ”players” and ”missiles” on the screen. The objective is to rewrite player and missile definitions line by line using the Display List interrupt code, like in the example program I finished yesterday.

Definition of Display Lists and Display List Interrupt code is easy to understand and easy to do and so is player and missile programming.

At this stage of development, I am not sure if the CPU is fast enough to write values with pattern and position for the number of players and missiles needed within the horizontal blanking interval.

Although I have done players and missile programming so many times, I always forget how to activate it. This time I got everything right except I used POKE 53277,3 to do the activation. However, this seems to activate DMA driven players and missiles. I want to rewrite position and pattern in the Display List interrupt code without involving any DMA.

1000 REM SAVE"D:PMG1.BAS"
1010 POKE 82,0:REM 40 COLUMNS
1020 GRAPHICS 0
1030 POKE 559,34:REM NO DMA FOR PMG
1040 POKE 623,17:REM PRIORITY AND PL4
1050 REM POKE  53277,0:REM ENABLE PMG
1060 POKE 704,220:REM YELLOW PL0
1070 POKE 705,54:REM RED PL1
1080 POKE 706,180:REM GREEN PL2
1090 POKE 707,146:REM BLUE PL3
1100 POKE 711,24:REM BROWN P4/M0-M3
1110 POKE 53261,255:REM PATTERN PL0
1120 POKE 53262,255:REM PATTERN PL1
1130 POKE 53263,255:REM PATTERN PL2
1140 POKE 53264,255:REM PATTERN PL3
1150 POKE 53265,255:REM PATTERN M0-M3
1160 POKE 53256,3:REM WIDTH PL0
1170 POKE 53257,3:REM WIDTH PL1
1180 POKE 53258,3:REM WIDTH PL2
1190 POKE 53259,34:REM WIDTH PL3
1200 POKE 53260,255:REM WIDTH M0-M3
1210 POKE 53248,48:REM POS PL0
1220 POKE 53249,80:REM POS PL1
1230 POKE 53250,112:REM POS PL2
1240 POKE 53251,144:REM POS PL3
1250 POKE 53252,176:REM POS M0
1260 POKE 53253,184:REM POS M1
1270 POKE 53254,192:REM POS M2
1280 POKE 53255,200:REM POS M3
1250 POKE 53252,176:REM POS M0
1260 POKE 53253,184:REM POS M1
1270 POKE 53254,192:REM POS M2
1280 POKE 53255,200:REM POS M3

When executing this program, the result is five (actually eight) verticals bar that cover the screen including the top end and the bottom end of the border.

Atari BASIC Player & Missile bars not using DMA, 3 februari 2013

Atari BASIC Player & Missile bars not using DMA, 3 februari 2013



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