RE: Tempest score modifications?

From: jess askey <jess_at_askey.org>
Date: Tue Dec 18 2001 - 13:18:52 EST

Can anyone give a synopsis of what the major differences are between
Aliens, Vortex and Production Tempest? I have never really heard much
about that and was curious if there were major improvments etc. Just
wondering?
 

> -----Original Message-----
> From: owner-vectorlist@synthcom.com
> [mailto:owner-vectorlist@synthcom.com] On Behalf Of tom mcclintock
> Sent: Tuesday, December 18, 2001 10:41 AM
> To: vectorlist@synthcom.com
> Subject: Re: VECTOR: Tempest score modifications?
>
>
> And speaking of, did anyone pull out the Vortex or Alien ROM
> code from Clay's multigame? I'm assuming Clay hasn't redumped
> the ROMs yet, right ? :)
>
>
> tm
>
> jess askey wrote:
> >
> > Okay, looks like the Tempest code project has come a long
> way in the
> > last couple of years... I will elaborate a bit....
> >
> > Looks like you have plenty of spare RAM space after $071D
> so you could
> > use $071E for the Player 1 new digits and $0721 (see below
> for reason
> > for skipping bytes) for Player 2's.
> > You may want to use two higher ones in case
> > The TCP (Tempest Code Project) missed a few used locations.
> >
> > The main score add routine is at... $CA6C and the core
> functionality
> > ends at $CAAD(inclusive).
> >
> > DOH!... But... Looks like there is no space to add more code as the
> > ROM images are bound up tight.
> >
> > Never mind.....
> >
> > I guess you will have to squash bytes and make the code smaller by
> > looking for in-efficient code. You probably only need about
> 30 bytes.
> > Here is what you would have to do with the code...
> >
> > SCORING ROUTINE:
> > Here is entry @ CA6C.. Notice how the final add is done on
> RAM $0042
> > at the end, we will take this out and put A JMP to a new
> location (the
> > new space you found somewhere). Once there, we will run the
> code that
> > we just took out Plus our new digit functionality...
> >
> > CA6C F8: SED:imp Set Decimal ; Decimal math
> mode used for
> > scores.
> > CA6D 24:05 BIT:zp Zp RAM 0005
> > CA6F 10:7E BPL:rel Branch->$CAEF
> > CA71 A4:3D LDY:zp Zp RAM 003D ; If we are
> dealing with player
> > 2,
> > CA73 F0:02 BEQ:rel Branch->$CA77 ; offset the
> memory location of
> > the
> > CA75 A0:03 LDY:imm #03 ; score by three bytes.
> > CA77 E0:08 CPX:imm #08
> > CA79 90:16 BCC:rel Branch->$CA91
> > CA7B A5:29 LDA:zp Zp RAM 0029
> > CA7D 18: CLC:imp Clear Carry
> > CA7E 79:40 00 ADC:abs,y $0040,Y ; Update the score.
> > CA81 99:40 00 STA:abs,y $0040,Y
> > CA84 A5:2A LDA:zp Zp RAM 002A
> > CA86 79:41 00 ADC:abs,y $0041,Y
> > CA89 99:41 00 STA:abs,y $0041,Y
> > CA8C A5:2B LDA:zp Zp RAM 002B
> > CA8E B8: CLV:imp Clear Overflow
> > CA8F 50:15 BVC:rel Branch->$CAA6
> > CA91 BD:F1 CA LDA:abs,x $CAF1,X
> > CA94 18: CLC:imp Clear Carry
> > CA95 79:40 00 ADC:abs,y $0040,Y ; Update the score.
> > CA98 99:40 00 STA:abs,y $0040,Y
> > CA9B BD:F9 CA LDA:abs,x $CAF9,X
> > CA9E 79:41 00 ADC:abs,y $0041,Y
> > CAA1 99:41 00 STA:abs,y $0041,Y
> > CAA4 A9:00 LDA:imm #00
> > CAA6 08: PHP:imp Push P
> > ----->CAA7 79:42 00 ADC:abs,y $0042,Y
> ;Take
> > this code out...
> > ----->CAAA 99:42 00 STA:abs,y $0042,Y
> >
> > <-----CAA7 4C:XX XX JMP:abs (NewLocation @$XXXX)
> > ;Replace with this
> > CAAA 00:00 00
> > CAAD 28: PLP:imp Pull P
> > CAAE F0:0B BEQ:rel Branch->$CABB
> > CAB0 AE:56 01 LDX:abs $0156
> > CAB3 F0:06 BEQ:rel Branch->$CABB
> >
> > Now at $XXXX put in this code....
> >
> > 79:42 00 ADC:abs,y $0042,Y ;Our exisiting code
> > 99:42 00 STA:abs,y $0042,Y
> > A9:00 LDA:imm $00 ;Clear A, only use carry
> > 79:1E 07 ADC:abs,y $071E,Y ;We need to
> maintain the offest
> > between P1 and P2 scores so Y
> > 99:1E 07 STA:abs,y $071E,Y ;still works for us
> > 4C:AD CA JMP:abs $CAAD ;Go back
> >
> > Now we have to modify the vector routines..... I have go
> get back to
> > work but you get the idea. If people want to explore this
> further let
> > me know...
> >
> > (This ad sponsered by the 'Who wants to work on Monday' Committee.)
> >
> > > -----Original Message-----
> > > From: owner-vectorlist@synthcom.com
> > > [mailto:owner-vectorlist@synthcom.com] On Behalf Of
> Jonathan Koolpe
> > > Sent: Monday, December 17, 2001 1:35 PM
> > > To: vectorlist@synthcom.com
> > > Subject: VECTOR: Tempest score modifications?
> > >
> > >
> > > Hi all!
> > >
> > > I was just wondering if anyone out there has had any
> progress on the
> > > possibility of modifying a Tempest to keep track of scores beyond
> > > 999999?
> > >
> > > I have the "level select" chip in mine that allows me to start on
> > > any level I want with the machine in "normal" mode (and
> still keep
> > > track of high scores) along with a switchable tubes chip, but I
> > > would absolutely love being able to keep track of scores
> higher than
> > > 999999:). I'm sure many other Tempest owners would love to see
> > > this, too...
> > >
> > > So is anyone out there working on this and/or has accomplished a
> > > hack already?
> > >
> > > Just wondering,
> > >
> > > Jonathan
> > > --
> > > Jonathan Koolpe
> > > Staff Research Associate
> > > University of California, San Francisco
> > > Department of Microbiology & Immunology
> > > Tel: (415) 476-9371 Fax: (415) 476-8201
> > > mail to: jkoolpe@itsa.ucsf.edu
> > > --------------------------------------------------------------
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> > >
> >
> >
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Received on Tue Dec 18 10:37:50 2001

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