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#apple2

6 posts5 participants1 post today

Trouvé sur eBay : un livre sur le CP/M "adaptation du BIOS et compléments" et une carte "Z80 plus" de Applied Engineering qui permet de faire tourner CP/M (via le #Z80 qui est sur la carte) sur un #apple2 (qui est lui équipé d'un processeur 6502) !
Pour tester ça il faut encore que je trouve les disquettes qui vont avec
#retrocomputing

Continued thread

Oooooh, FUUUUCK. I had to test Biff on my Apple IIgs, which is a US Apple IIgs at 60Hz, to *finally* think of the fact that the puck and opponents are faster at 60Hz than at 50.
Either I patched EVERY delta to account for the 20% difference (and it fucked up A LOT of cases where rounding errors made an opponent too easy or too hard), or ....

I went the easy way, and I drop 1 frame out of 6 at 60Hz.

Commit: github.com/colinleroy/a2tools/

Otherwise the game would be too fast for US people
GitHubDrop 1 frame out of 6 at 60Hz · colinleroy/a2tools@1aa3acaOtherwise the game would be too fast for US people
Continued thread

Nerual is done! he was fun but hard to write. The fact he "cheats" exposed a few bugs in the engine. Nevertheless, I'm rather happy with how he performs.

I added an 8px random on his "magic line", otherwise serving at max delta-Y was always succeeding or always failing, which was frustrating.

Things you do for #Atari2600 #GameDev that you do nowhere else: COUNT CYCLES.

The pictured code being developed on the #Apple2 using a Frob, implements the 6 digit score display by utilizing the unique VDEL registers for players which allowed you to get enough time to write 6 different player images very close together.

This is important because there is only 76 cycles on a scanline, and you're changing things as the raster sweeps.