Re: Asteroids Multigame RFC...

From: Rodger Boots <rlboots_at_cedar-rapids.net>
Date: Mon Mar 13 2000 - 16:20:09 EST

Clay, would it be easy to add an interface to handle extra memory (such as a
PCMCIA port)? That would give you all kinds of expansion capability if needed.

Clay Cowgill wrote:

> ...as in Request For Comment. :-)
>
> I got to thinking about Neil's code relocation project and my Ast/Dlx/LL
> multigame so I'm looking for some feedback.
>
> How important do any of you feel about the following features of the
> Asteroids/Deluxe/Lunar Lander multigame:
>
> 1) RAM based architecture (so games can be patched on the fly, new graphics
> loaded, new games written, etc.)
>
> 2) Non-volatile RAM for high-score/settings saving
>
> 3) POKEY Chip for Asteroids Deluxe sounds and I/O
>
> 4) Analog->Digital convertor for Analog Thrust Controller input
>
> I'm of the opinion that #1 is not needed, #2 would be nice, #3 is mandatory,
> and #4 would be nice.
>
> What I'm getting at is that if I use my general-purpose 6502 Multigame
> platform for this project and just add a POKEY to it, I'm basically done.
> If I do that though, the RAM based system is out the window... I do have
> NVSRAM though, and the Analog thrust input might still work by using a POKEY
> analog input...
>
> (So what I'm proposing is a less "gee-whiz", but more immediately available
> Ast/Dlx/LL multigame for Asteroids hardware.)
>
> For Lunar Lander's thrust control I was planning on just using Fire and
> Thrust as a two-bit thrust input-- Thrust= 75% thrust, Fire = 25% thrust,
> both = 100% thrust. Tapping Fire or Thrust will approximate less thrust
> power than 75% or 25%. I think it'd work fine (Moon Lander on the Vectrex
> uses the analog controller for thrust, or you can just use a button and
> "tap" it. I usually use the button...)
>
> Feel free to e-mail me at clay@yahoo.com if you don't think the commentary
> needs the full vector-list attention...
>
> -Clay
>
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--
Windows:
32 bit graphical interface for a
16 bit patch for an
8 bit operating system written for a
4 bit processor by a
2 bit company that can't stand
1 bit of competition.
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Received on Mon Mar 13 16:30:40 2000

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