[stella] weirdness with Darkmage 4k and Stella debugger
SeaGtGruff at aol.com
SeaGtGruff at aol.com
Sun Aug 5 02:10:23 CDT 2007
In a message dated 8/5/2007 2:34:16 AM Eastern Daylight Time,
kennedy.greg at gmail.com writes:
SeaGtGruff at aol.com wrote:
> Your post comes just when I was starting to pick up the pieces of my
> 2600 Sudoku WIP
Interesting, I was _just_ considering the possibility of doing a Sudoku
for 2600 earlier this evening. Is it really so complex that you need
bankswitching to get it going?
-Greg
I think you can do Sudoku without bankswitching-- see John Payton's
(supercat's) demo of a Sudoku game screen at AtariAge
(_http://www.atariage.com/forums/index.php?showtopic=90359_
(http://www.atariage.com/forums/index.php?showtopic=90359) )-- but I was using the E7 (M-Network) bankswitching method so I
could use the extra 2K of RAM to partially bitmap the screen, since I want to be
able to display a grid of dots in each cell for indicating which digits are
possible (or not possible, depending on your preferred method of "scratch
work") in each cell. You can see my E7 work on Sudoku at AtariAge
(_http://www.atariage.com/forums/index.php?showtopic=89885&hl=sudoku_
(http://www.atariage.com/forums/index.php?showtopic=89885&hl=sudoku) ). Unfortunately, I don't
think it's possible to create new carts using E7 bankswitching-- at least, not
yet-- so I decided to upgrade my Sudoku WIP to 4A50 bankswitching, since I'm
more likely to be able to get 4A50 carts produced. I don't actually need 128K
of ROM and 32K of RAM to do Sudoku, but all of that ROM and RAM would
definitely allow for a lot of bells and whistles! :)
Here is a screenshot of my E7 Sudoku screen, after I modified the graphics
data for the digits:
The extra cells above and to the left of the grid are going to be used in
solving the puzzle-- e.g., put a "4" in one of those extra cells to have the
program flag (dot) each cell in that row or column which can (or cannot)
possibly contain a "4." I didn't get that far with the E7 WIP-- you can move the
blue cursor around and use the joystick to scroll/cycle through the digits in a
given cell, and you can actually fill in the entire grid with the correct
digits, so the WIP is more or less playable, but far from finished, and buggy
(e.g., the screen rolls when cycling through the digits, and you can change
the digits in the "given" cells). I'm attaching the BIN, but you'll need to
select the E7 cart format when running it in Stella or z26. The source code
(sans the updated graphics for the digits) is posted at AtariAge.
Michael
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