Inside the Homebrew Atari 2600 Scene
angryflute writes "'Have you played Atari today?' was an ad jingle for the Atari 2600 VCS game console during its reign in the early years of the video game industry, from the late 1970s to early 1980s. That question that could apply even now, according to an O'Reilly Network article, thanks to the passion of programmers who've continued to make new Atari 2600 games for the past few years."
One game that stood out from the Atari 2600 home brew scene was this 3D maze game called "Skeleton +", which could be best described as something about as close to DOOM as the Atari 2600 was likely to get!
Makes me want to dust off the Commodore 64 classic 3D "Layrinth" game and mod it into a no-frills Doom-like game.
READY.
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Good Article, seems to be quite accurate on details. And yes, I did actually read it.
I also made some attempts on vcs2600 programming some years ago. It could not be any more different from your daily C/php/... hacking. Think of microcontroller programming with even more demanding timing.
The machine has 128bytes (yes, bytes) of ram and 4-6kb of ROM. No video ram, everything is generated on the fly. The CPU does not support interrupts, all the timing is done by active waiting.
It also has an accurate history of the early days of the MIT AI Lab (where Stallman and others started out), and the early days of BASIC.
It has several chapters about the birth of Sierra (then called On-Line Systems, IIRC). Great stuff, and should be required reading for anyone interested in the early days of computing. Truly great book.
I've already moderated some posts here, so I have to post as AC from another machine (or else my moderations are removed)
I've been coding some stuff on the Atari and it's an extremly cool machine.
You can actually build one yourself, if you have a little knowledge in electronics.
Most of my coding is done in the Atari 2600 emulator called "Stella":
http://freshmeat.net/projects/stella/
Worth a try if you love the 6502 and minimalism
While it's true that HALs require space they are dynamically linked in both Linux and Windows. So there goes that theory.
In fact you can write GUI apps in Windows with menus, dialog, buttons that are smaller than a couple dozen KB.
A lot of bloat comes from huge MFC/C++/etc libraries that get linked in [all or nothing] and serve merely as another languages wrapper around a C API.
I recall from the Borland days [my first C compiler for Windows] a simple OWL based hello world application was 80KB lines of code [though it did count headers], was a few hundred KB in size, etc...
In the case of games most decent games have small executables and huge data files. At best they are storing things wrong [e.g textures as BMP, sounds as WAV] instead of using compression [JPEG, Vorbis, etc...].
So really a "game" merely has to dynamically link against the HALs. In a way this is provided in other platforms. For example, the Gameboys [all of them] have had hardware 2d graphics. You load tile memory, set a sprite register or two and voila on screen sprite. You didn't have to mess with the LCD driver directly, etc, etc, etc...
Tom
Someday, I'll have a real sig.
Actually you could get *limited* colors at 320x200. I forget what the term for it was, but I remember coding a game in 320x200. It was a matter of alternating lit pixels. If you had a run of 8 pixels, and every odd-numbered pixel was lit, then you'd have one color. If every even-numbered pixel was lit, you'd have another color. And if every color was lit, you'd have white (every color).
:)
Ok, ok, to it was only 4-color, but I remember creating a nifty (at the time) character-based game using those colors to pretty good effect (again, for the time). High res, and 4 color, 1337! Of course, then the Amiga came along and my efforts seemed pretty pathetic, but damn it was fun!
Anyone remember "De Rey Atari" book? I'm sure I got the spelling wrong, and the 3-ring binder with the book is stored in a garage in florida, so it's probably now bug-crumbs, but those were the days
Yes. It was called 'artifacting', and occurred when using high resolution monochrome modes. It looked terrible, different computer models and different TV's produced different colors, and you were still stuck with 160 pixels of resolution anyway because you had to turn on every other pixel to get a certain color (an ugly khaki green or, alternatively, a shocking sky blue. or at least that's what it looked like on *my* system, depending on whether you used even or odd pixels).
This mode wasn't available for the 2600 though, so not really on topic.
Oh, and it's De Re Atari, reproduced in full for your pleasure.
Slashdot is like Playboy, everyone skips the articles and goes straight for the juicy stuff.
Here are some of the challenges that you will encounter:
All in all though, it is a rather ingenious system. Considering when it was made, and the maximum cost of each unit, I'd say kudos to those engineers! I hope to do some more meaningful stuff with it once I have more time. I've plans to hack hardware for it as well!
-Bob
I am the penguin that codes in the night.
Yes, it has some "line buffer", but it only has 20 bits which are displayed twice each line, giving only 40 pixel horizontal resolution.
Still working on it. Should be out sometime this Summer.
Unfortunately, the titles on the 2600-in-a-Joystick are ports/remakes of the originals rather than the genuine article. It would've been nice if they were properly emulated for accuracy, but I suppose it's better than nothing.
Ita erat quando hic adveni.