32 min

robotfindskitten, part 2 Dan’s MEGA65 Digest Podcast

    • Tecnología

Last month’s Digest introduced robotfindskitten, a programming exercise that unites several major concepts of game programming: updating the display, reading user input, generating random values, timing events, and including and manipulating large amounts of static game data. I offered examples of each of these tasks in BASIC 65, and proposed that these could be used to make a robotfindskitten experience for the MEGA65.
In this issue, I want to start reviewing these topics again in assembly language. Without BASIC’s help, the program will need to turn to hardware registers and low-level programming techniques to achieve similar effects. Some of these topics are too large for a single newsletter, so we’ll take this in two parts. I’ll try to keep things simple by limiting this to just the needs of a robotfindskitten program. Applications that require higher speed or more memory may need more sophisticated techniques.
This month’s Digest will focus on using the KERNAL, printing messages, and drawing characters to the screen—barely scratching the surface of the MEGA65’s graphics capabilities. Next month, we’ll finish robotfindskitten in assembly language with random values, user input, item descriptions, and a simple animation delay.
Shipping update
The work continues to finalize the new R5 main board hardware for the next delivery batch of computers. Getting the test hardware has taken longer than anticipated, and we are now expecting manufacturing lead times to put the batch #3 delivery in early 2024.
Importantly, the team has decided to proceed with the full verification process for the new design, and not skip any steps just to accelerate the schedule. The MEGA65 is manufactured in small volumes in a not-for-profit operation, so we can’t afford to rush the process and risk having to re-make and replace hardware. We want every computer delivered to be as high in quality as possible.
Some pre-orders have been pending for a very long time now, and we thank you for your patience! If you have a pending pre-order and need to make changes, contact Trenz Electronic customer support.
Tristam Island
Tristam Island, by Hugo Labrande, is a new text adventure game for multiple platforms, including the MEGA65. You can get the deluxe boxed edition, from publisher poly.play for 35 EUR. The deluxe edition includes the game on 3.5" floppy disk and on microSD card, a hint book, immersive props such as a rock sample and a postcard, and more. You can also get the digital-only edition for $3.99 USD.
Thanks to Hugo for the great game and for supporting the MEGA65, and to poly.play for publishing fun collectible boxed software for our favorite platform!
Updated ZX Spectrum core
Did you know that you can turn your MEGA65 into a ZX Spectrum? You can, with the ZX Spectrum core! This core just received a major overhaul to use the MiSTer2MEGA65 framework, and now works with modern displays.
Download the ZX Spectrum core from Filehost, then follow these detailed instructions for set-up and enjoyment. The core expects certain files in specific locations on the SD card, and uses ESXDOS v0.8.8 (not v0.8.9) for SD card access. It can load .tap and .trd files.
Once again thanks to sy2002 and MJoergen for their amazing work on setting up the MEGA65 for retro core success!
More arcade cores!
muse continues the great work of porting arcade game cores to the MEGA65. Bombjack (1984) (installation instructions) and Bosconian (1981) (installation isntructions) are both available.
The complete list of alternate cores for the MEGA65 so far:
Ports and enhancements by MJoergen and sy2002:
* Commodore 64 v5
* ZX Spectrum v1.0
* Game Boy v0.8
Ports and enhancements by muse (shoestring):
* Galaga v0.5.1
* Bosconian v0.5.0
* Xevious v0.5.0
* Bombjack v0.5.0
Along with a MEGA65 development core in slot 1 and a factory-installed stable core in slot 0, that’s more cores than there are core slots on a MEGA65! Just keep the .cor files on your SD card and fla

Last month’s Digest introduced robotfindskitten, a programming exercise that unites several major concepts of game programming: updating the display, reading user input, generating random values, timing events, and including and manipulating large amounts of static game data. I offered examples of each of these tasks in BASIC 65, and proposed that these could be used to make a robotfindskitten experience for the MEGA65.
In this issue, I want to start reviewing these topics again in assembly language. Without BASIC’s help, the program will need to turn to hardware registers and low-level programming techniques to achieve similar effects. Some of these topics are too large for a single newsletter, so we’ll take this in two parts. I’ll try to keep things simple by limiting this to just the needs of a robotfindskitten program. Applications that require higher speed or more memory may need more sophisticated techniques.
This month’s Digest will focus on using the KERNAL, printing messages, and drawing characters to the screen—barely scratching the surface of the MEGA65’s graphics capabilities. Next month, we’ll finish robotfindskitten in assembly language with random values, user input, item descriptions, and a simple animation delay.
Shipping update
The work continues to finalize the new R5 main board hardware for the next delivery batch of computers. Getting the test hardware has taken longer than anticipated, and we are now expecting manufacturing lead times to put the batch #3 delivery in early 2024.
Importantly, the team has decided to proceed with the full verification process for the new design, and not skip any steps just to accelerate the schedule. The MEGA65 is manufactured in small volumes in a not-for-profit operation, so we can’t afford to rush the process and risk having to re-make and replace hardware. We want every computer delivered to be as high in quality as possible.
Some pre-orders have been pending for a very long time now, and we thank you for your patience! If you have a pending pre-order and need to make changes, contact Trenz Electronic customer support.
Tristam Island
Tristam Island, by Hugo Labrande, is a new text adventure game for multiple platforms, including the MEGA65. You can get the deluxe boxed edition, from publisher poly.play for 35 EUR. The deluxe edition includes the game on 3.5" floppy disk and on microSD card, a hint book, immersive props such as a rock sample and a postcard, and more. You can also get the digital-only edition for $3.99 USD.
Thanks to Hugo for the great game and for supporting the MEGA65, and to poly.play for publishing fun collectible boxed software for our favorite platform!
Updated ZX Spectrum core
Did you know that you can turn your MEGA65 into a ZX Spectrum? You can, with the ZX Spectrum core! This core just received a major overhaul to use the MiSTer2MEGA65 framework, and now works with modern displays.
Download the ZX Spectrum core from Filehost, then follow these detailed instructions for set-up and enjoyment. The core expects certain files in specific locations on the SD card, and uses ESXDOS v0.8.8 (not v0.8.9) for SD card access. It can load .tap and .trd files.
Once again thanks to sy2002 and MJoergen for their amazing work on setting up the MEGA65 for retro core success!
More arcade cores!
muse continues the great work of porting arcade game cores to the MEGA65. Bombjack (1984) (installation instructions) and Bosconian (1981) (installation isntructions) are both available.
The complete list of alternate cores for the MEGA65 so far:
Ports and enhancements by MJoergen and sy2002:
* Commodore 64 v5
* ZX Spectrum v1.0
* Game Boy v0.8
Ports and enhancements by muse (shoestring):
* Galaga v0.5.1
* Bosconian v0.5.0
* Xevious v0.5.0
* Bombjack v0.5.0
Along with a MEGA65 development core in slot 1 and a factory-installed stable core in slot 0, that’s more cores than there are core slots on a MEGA65! Just keep the .cor files on your SD card and fla

32 min

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