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Commo Dig

A long time ago now, there used to be a mailing list called the Stella Mailing List. I believe it was set up to coordinate the distribution and centralise the discussion around the Starpath Atari 2600 CD series. Many important discussions of programming techniques and analyses of the Atari video game console were conducted on this mailing list. There used to be a website that documented all the most important discussions and events that occurred on the Stella Mailing List, and it was called The Dig. The Dig no longer exists on the internet. There is no cached backup of the website on any web archival website, and to my knowledge no-one has ever saved any of the information that used to be contained on that website.

There currently exists an incomplete version of The Dig called the MiniDig. You can find it here.

The purpose of this page on my blog is to attempt to construct a new Dig. Because I am a Communist, I decided to call this new Dig the Commo Dig. I have no idea what The Dig used to look like or how it was organised, so I have decided to use my own organisational method. If you have any suggestions for how I could improve The Commo Dig, please email me at vidak at riseup dot net. Thank you.


There is something important I need to point out. The Stella Archive has not logged down much of the conversation on the mailing list correctly. Sometimes important threads show up as replies to lesser threads. I have done my best to find the original posts for threads by clicking through most of the replies to lesser threads where I believe there is an original post located. But, sometimes I have been unsuccessful in finding an important original post that contains some source code or an important binary. In those cases I have included the earliest reply to a missing post.

If you think you can find an original post, then I encourage you to go to the date in the month of the archive and click around and see if you can find it.


How to Use This Dig

  1. You May Use Ctrl+F to Search Through The Uniform Keyword Labels I have Used. I have labelled all the entries uniformly. To Find
    1. Source Code, search Source
    2. Discussion About Horizontal Movement or Positioning, search Horizontal
    3. About the TIA, search TIA
    4. About Sound and Audio, search Sound or Audio
    5. Binaries, search BIN or Binaries or Binary
    6. Manuel Rotschkar entries, search Manuel
      1. Andrew Davie: Davie
      2. Thomas Jentzsch: Jentzsch
      3. Dennis Debro: Debro
      4. Bob Colbert: Colbert
      5. Kirk Israel: Israel
      6. Generally search the last name of the person you are looking for.
    7. Disassemblies, search Disassem
    8. Answers to Random Questions, search Answer
    9. Threads Discussing Issues, search Thread
    10. Periodic Updates to Games, search Update
    11. Demos, search Demo
    12. Discussion About Playfields, search Playfield
    13. For Requests for Help, search Help
    14. For Questions About Random Issues, search Random
    15. For topics about NTSC or PAL, search NTSC or PAL

etc etc


The text of this dig is released under the GNU GPL Version 3. It is NOT released under normal copyright. You may copy the text of this dig and host it again where-ever you like. This is the original Commo Dig, though, and it is released under the licencing I have chosen. Don’t be fooled into thinking it’s someone else’s intellectual property. You may use the Commo Dig under all the rights and duties listed under its original GNU GPL v3 licencing.


OCTOBER 1996

Thursday, 17 October

Jim Nitchals: What the DS instruction is.

Monday, 21 October

Jim Nitchals: How Communist Mutants Generated Random Numbers.

Saturday, 26 October

Matt: Matt’s Top 48 2600 Games.


DECEMBER 1996

Monday, 2 December

Eckhard Stolberg: You must turn off the frame during Overscan.


FEBRUARY 1997

Wednesday, 5 February

Piero Cavina: Mondo Pong Game Preview.

Monday, 24 February

Greg Troutman: Pointers about COLUPF.

Thursday, 27 February

Eckhard Stolberg: uuencoded Tetris clone.


MARCH 1997

Monday, 3 March

Nick Bensema: [TUTORIAL] How to Draw a Playfield.

Jim Nitchals: Commentary on Combat’s Programming.

Jim Nitchals: The 2600’s Controllers Can Send as Well as Receive Data.

Tuesday, 4 March

Nick Bensema: Comments on How Games Avoid Flickering.

Wednesday, 5 March

Bob Colbert: 7 Bouncing Copies of player0.

Edward Federmeyer: Frustrations About Making New Carts.

Reply: Glenn Saunders.

Thursday, 6 March

Piero Cavina: Comments on 2600 Sprite Copy Function.

Nick Bensema: Discussion About Coarse and Fine X Movement.

Piero Cavina: Attempt at Collisions Between Hardware Copied Sprites.

Friday, 7 March

Crackers: 20 Pixel Versus 40 Pixel Playfields.

Crackers: Cartridges versus ROMs.

Dan Boris: Still Working Link to Atari Technical Info.

Saturday, 8 March

Bob Colbert: Updating Playfield Registers on Alternating Frames for High-Res.

Eckhard Stolberg: NTSC to PAL porting guide.

Reply Glenn Saunders.

Cracker’s Easy Playfield Code.

Reply Nick Bensema.

Glenn Saunders: Pointers on How TIA Controls Saturation of Colours and Not Luminance.

Sunday, 9 March

Russ Perry Jr: Some Useful Correspondence from Carol Shaw on River Raid Down the Bottom.

Monday, 10 March

Eckhard Stolberg: Why the 2600 Produces Different Colours on PAL and NTSC Systems.

Eckhard Stolberg: Information on TIA Sound.

Tuesday, 11 March

Eckhard Stolberg: Speculation on Why There Are Short Black Lines.

Bob Colbert: High Resolution Scores.

Greg Troutman: More on High Resolution Scores.

Bob Colbert: Etch-a-Sketch for 2600.

Erik Mooney: How to Draw a Playfield II.

Wednesday, 12 March

Piero Cavina: Counting Time Instead of Lines.

Reply Nick Bensema.

Thursday, 13 March

Piero Cavina: 21 Objects for the Price of One.

Glenn Saunders: Sound Utility for 2600.

Saturday, 15 March

Eckhard Stolberg: Answering Question about Supercharger Bankswitching and RAM Access.

Erik Mooney: Confused about Displaying High Res Scores.

Tuesday, 18 March

Marc “King Kong”: Short Black Lines, and HERO etc Skipping First Two Bits of PF0

See entire thread, but Erik Mooney’s reply is really good.

Saturday, 22 March

Erik Mooney: Answering Questions about 2600 RPG Rumour

Monday, 24 March

Read the Whole Erik Mooney Thread on Random Number Generation.

Another Erik Mooney Thread on RNG.

Thursday, 27 March

Piero Cavina: 11 Horziontally Moving Sprites.

Friday, 28 March

Piero Cavina: Request for Advice About Economising Code.

Reply Nick Bensema.


APRIL 1997

Wednesday, 2 April

Glenn Saunders: PRECISE 2600 Sound Chart.

Thursday, 3 April

Piero Cavina: Latest Multi-Sprite Demo (debugged and updated).

Friday, 4 April

Erik Mooney thread on indirect addressing data in memory. Read whole thread.

Songbird Thread on Intellectual Property of 2600 games.

Sunday, 6 April

Greg Troutman’s Z26 text adventure.

Wednesday, 9 April

Jim Nitchals: Uses for the PHP instruction.

Thursday, 10 April

Alpha version of Erik Mooney’s Space Invader Clone.

The thread talks about the “Drawscreen” Kernel.

Second Alpha on 12 April.

First beta on 24 April.

Major update to Piero Cavina’s demo. Includes Background Grid of Tiles.

Explanation on 14 April about how he stored the tiles in memory.

He releases it as a game on 17 April.

Friday, 11 April

Pointless thread, but an interesting dicussion: Songbird on linking consoles.

Jim Nitchals: Answering Chris Pepin’s Question About Hexadecimal Graphical Data.

Saturday, 12 April

Erik Mooney: Player Graphics Display 1 Pixel Further Right Than Missiles and Balls.

Greg Troutman: Dark Mage.

Erik Mooney: Speculation About 2600 Being Able to Address 8K ROM.

Glenn Saunders: Making Space Invaders “March” Across the Screen

Tuesday, 15 April

Erik Mooney: The 48 Pixel High-Res Routine Explained.

Thursday, 17 April

Glenn Saunders: The Source Code to Freeway.

Friday, 18 April

Bob Colbert: Confirms you can run code in 2600 RAM.

Sunday, 20 April

Nick Bensema: “Suckyzep” demo.


MAY 1997

Saturday, 10 May

Eckhard Stolberg: How Cosmic Ark Does its Twinkling Stars.


JULY 1997

Wednesday, 9 July

Piero Cavina: Multi-Sprite Game Version 2.0.

Version 2.1 released on 16 July.

Version 2.2 released 25 July.

Tuesday, 22 July

Eckhard Stolberg: Explaining the BIT and AND instruction.

Thursday, 24 July

Nick Bensema: Attract mode and colour cycling is in software.

Follow up reply from Nick.

Friday, 25 July

Greg Troutman: Rescue Demo.

Wednesday, 30 July

Erik Mooney: RPG Engine.


AUGUST 1997

Saturday, 2 August

Erik Mooney: Interesting thread on using the 2600 to trigger Teletext.

Tuesday, 5 August

Eckhard Stolberg: Cubis beta 2.

Friday, 8 August

Soren Gust: 2600 Minesweeper Version 0.9

Saturday, 9 August

Greg Troutman: New Version of Rescue Demo.

Sunday, 10 August

Piero Cavina: Multi-Sprite Game Version 2.3.

Version 2.4 released 19 August.

Version 2.5 released on 30 August, now named Oystron.

Monday, 11 August

Dan Boris: 6532 RIOT Chip Specifications.

Dan Boris: Howard Warshaw’s Method for Re-Seeding Random Number Generators.

Wednesday, 13 August

Dan Boris: Broken Link to Archive of US Patents.

Describes how to display multiple copies of sprites on a 2600.

References from Piero Cavina.

Thursday, 14 August

Ben Combee: Idea for 2600 Adaptation of Minecart Sequence from Super Mario RPG.

Piero Cavina: Explanation of Access Code Between Multi-Cart RPGs.

Piero Cavina: Interlacing Technique for Making “Grayish” Versions of Colours.

Friday, 15 August

Erik Mooney: Updated Version of RPG Kernel. Read the whole thread.

Bug fix.

Saturday, 16 August

Piero Cavina: Using JMP (indirect) to economise CMP/BNE/JMP.

Saturday, 23 August

Erik Mooney: Answering Piero’s Question About How Galaxian Used 7 Aliens Per Row.


SEPTEMBER 1997

Wednesday, 3 September

Glenn Saunders: Preliminary Suggestions About Using Horizontal Movement Routines From Older Games.

Erik Mooney: More Detailed Comments on Horizontal Positioning.

Thursday, 4 September

Piero Cavina: Advice to Erik Mooney to Write A Sprite-Alone Game First.

Robin Harbron’s Thread on the Addressing Space of the 2600’s 6507. Read the Whole Thread.

Saturday, 6 September

Piero Cavina: Oystron 2.6.

2.7 released on 14 September.

2.8 released 21 September.

2.8.2 released 28 September.

Sunday, 7 September

Glenn Saunders: Comments on Missile Bitdepth.

Saturday, 13 September

Piero Cavina: A thread about the ethics of intellectual property for homebrews.

Monday, 15 September

Bob Colbert: Latest Version of His Multi-Sprite Demo.

Jim Nitchals: Advice to Richard Kennehan About Legality of Disassembly.

More from Greg Miller.

Tuesday, 16 September

Greg Troutman: It is Possible to Extend the Display into Overscan.

More from Erik Mooney.

Crackers’s Colour Cycling Programme.

Wednesday, 17 September

Crackers Having an Epiphany About Why the PFX Bits are Arranged the Way They Are.

Sunday, 21 September

Nick Bensema: Weird Idea to Make a “Kill Kenny” 2600 Game.

Friday, 26 September

Crackers: Virtual Pet Demo 1.

Demo 2 released 30 September.


OCTOBER 1997

Friday, 3 October

Jim Nitchals: Short BCD Time Routine.

Saturday, 4 October

Crackers: 2600 Digital Clock.

Sunday, 5 October

Piero Cavina: Oystron 2.8.5.

Crackers: Source Code for Digital Clock.

Thursday, 9 October

David Schweinsberg: Platform Game “Droid” Demo.

Eckhard Stolberg’s Comments on David’s Demo’s VSYNC.

Tuesday, 21 October

Eckhard Stolberg: How to Use RAM on a Cartridge.

Bob Colbert: Source Code to Multi-Sprite Game.


NOVEMBER 1997

Sunday, 2 November

Piero Cavina: Oystron 2.9.

Friday, 14 November

Piero Cavina: Interesting Comments on IEEE Spectrum Article on the 2600.

Glenn Saunders: Read the Whole Thread to See Stella Members Introducing Themselves.

Saturday, 15 November

Eckhard Stolberg: “Domino”, an Ishido clone.

Thursday, 20 November

Bob Colbert: Claims Stell-A-Sketch Uses a “Nifty” Routine to Move a Chunk of Memory.


DECEMBER 1997

Wednesday, 3 December

Erik Mooney: Describes How Missile Command Drew Curved Lines.

Thursday, 4 December

Bob Colbert: Multi-Sprite Game Update Version.

Collision Detection Version Released 8 December.

Saturday, 6 December

Ruffin Bailey: Thread on Software and Hardware Collision Detection.

Thursday, 25 December

Piero Cavina: Hypnotic Christmas Demo Program.

Wednesday, 31 December

Ruffin Bailey: Read Whole Thread About Pointers About Combat.


JANUARY 1998

Thursday, 1 January

Piero Cavina: How Combat Positions Players and Missiles.

Friday, 2 January

Ruffin Bailey: Read Whole Thread Discussing Interesting Innovations of Various Games.

Saturday, 3 January

Piero Cavina: Interesting Thread on the TIA.

Correction post on 5 January by Glenn Saunders about the number of gates in the TIA.

Sunday, 4 January

Piero Cavina Hacks Together Erik Mooney’s “INV” (Invaders Clone) Game.

Thursday, 8 January

Erik Mooney: Interesting Answers to Questions About Arcade Space Invaders.

Friday, 9 January

Glenn Saunders: Big Essay on Piracy and the Stella CD.

David Schweinsberg: DROID Version 2 released.

Saturday, 10 January

Glenn Saunders: Request for Source Code Transcription.

Sunday, 11 January

Piero Cavina: INV Version 2.1 Released.

Monday, 12 January

Crackers (Ahhh! Chris Cracknell!): Explaining (now old) Law About Copyright and Piracy.

Wednesday, 14 January

Bob Colbert: Latest Version of Multi-Sprite Game.

Tuesday, 27 January

Piero Cavina: New Version of Mondo Pong.


MARCH 1998

Wednesday, 18 March

Eckhard Stolberg: Explains a Horizontal Movement Routine.

Erik Mooney: But the sprites can’t overlap.

Jim Nitchals: A Way to Implement Single Cycle Resolution W/O Carry Flag.

Sunday, 29 March

Eckhard Stolberg: Movable 48 Pixel Sprite Demo.

Erik Mooney: Does This Mean We Could Make Mortal Kombat?


APRIL 1998

Wednesday, 1 April

Big Thread Discussing the Creation of 2600 Mortal Kombat.

First Annual Stella Programming Contest Winner is Piero Cavina.

Monday, 6 April

Eckhard Stolberg: The Processor Does Not Turn Off During VSYNC.

Wednesday, 8 April

More Discussion on 2600 Mortal Kombat.

Thursday, 9 April

Kurt Woloch: HMOVE Blanks are 8 Pixels.

Bob Colbert: Latest Version of the Multi-Sprite Game.

Wednesday, 15 April

Crackers: Non-HMOVE Sprite Experiment. See earlier post “Aaargh” for Early Source. Thread for Bugfix.

Next Version Released 18 April.

Thursday, 16 April

Crackers: Hiragana Font for 2600.

Chris Wilkson: Misunderstood Instructions: Code that Works on Real Hardware, But Only Sometimes.

Thursday, 23 April

Bradford Mott: He-Man’s Title Screen and Early Stella Emulation.


MAY 1998

Tuesday, 5 May

Thread Started By Andrew Davie on Non-Repeated Playfield By Chasing the Beam.

Thread By Andrew Davie on Self-Modifying Code.

Wednesday, 6 May

Amos Bannister: Z26 Running C64 Binaries.

Saturday, 9 May

Andrew Davie: Optimisation Tips for Delay Loops.

Sunday, 10 May

Andrew Davie: 4 Colour Playfield Demo “PUSH” Version 1.

Final R&D Demo 15 May.

Playable Demo 17 May.

Wednesday, 13 May

Andrew Davie: Optimisation Tips for Multiplying.

Friday, 15 May

Erik Mooney: Thread About Positioning Two Objects on a Single Scanline.

Saturday, 16 May

Andrew Davie: Optimisation Tips on Sneaky Fractional Bit Representation.

Friday, 22 May

Chrissalo: A First Demo of a Game.

Friday, 29 May

Andrew Davie: Optimisation Tips on Subroutine Jumps.

Erik Mooney: Request for Help on Processing Special Cases of Collisions.


JUNE 1998

Monday, 1 June

Nick Bensema: Optimisation Tips for Compacting Graphics Data.

Thursday, 4 June

Andrew Davie: Why You Would Encode Using Sub-Bit Resolution.

Tuesday, 9 June

Jim Nitchals Obituary.

Wednesday, 17 June

Kurt Woloch: New Version of Sinking Ship Demo.

Version 1.501.

Version 1.502 on 18 June.

Songbird: Picture of the Vaporware Game Cybermorph 2600.

Monday, 29 June

Ruffin Bailey: Questions about BMI and BPL. Maybe Read Whole Thread.


JULY 1998

Friday, 31 July

Eckhard Stolberg: Mortal Kombat 2600 Version 1 (?).


AUGUST 1998

Thursday, 13 August

Piero Cavina: Four Non-Flickering Single-Scanline Resolution Sprites.

Version 1.2, 14 August.

Version 1.4, 20 August.

Version 1.5, 21 August.

Tuesday, 25 August

Piero Cavina: Barber’s Pole Demo.

Thursday, 27 August

John Saeger: 18 Sprite Modification of Eckhard Stolberg’s Trick.ASM.

Monday, 31 August

Eckhard Stolberg: Use of the 18 Sprite Mod to Display 18 Extra Lives.


SEPTEMBER 1998

Friday, 11 September

Crackers: Finished Clock Cart?

Bug fix on 14 September.

Correct upload of the BIN on 14 Sept.


OCTOBER 1998

Monday, 5 October

Glenn Saunders: The Black Bars on the Side of the Screen.

Tuesday, 27 October

Eckhard Stolberg: Grid Demo.


NOVEMBER 1998

Tuesday, 10 November

Eckhard Stolberg: New Version of Mortal Kombat 2600.


JANUARY 1999

Saturday, 2 January

Andrew Davie: Reducing Line Art Animation to 48×48 pixels.

Sunday, 3 January

John Harvey: How JSRs Work Using the Atari 2600 Memory.

Sunday, 10 January

John Harvey: Pressure Guage Game.

Tuesday, 12 January

Erik Mooney: These are the 6507 CPU’s Startup Vectors.

Thursday, 14 January

David Schweinsberg: Binary and Source Code for DROID.

Tuesday, 19 January

Andrew Davie: Details About How the 6507 CPU Program Counter Works.


FEBRUARY 1999

Sunday, 7 February

Schwerin: Rough Notes on Scrolling Maze Engine.

Wednesday, 10 February

Schwerin: Thread on Developer Wishlist.

Schwerin: Thread on One Bit Sound.


MARCH 1999

Monday, 1 March

Tennessee Carmel-Veilleux: Build Your Own 2600.

Friday, 19 March

Russ Perry Jr: Thread on Colour and Drawing Limitations.


APRIL 1999

Friday, 2 April

Chris Wilkson: Thread on Using Your Own Waveforms With 2600.

Monday, 19 April

Bob Colbert: Source Code to Solaris. NO FILE.


MAY 1999

Tuesday, 25 May

“Gentlben”: Thread on Some Interesting Questions about the 2600.

Sunday, 30 May

Eckhard Stolberg: Answering Gentlben’s Questions About Horizontal Positioning.


JUNE 1999

Saturday, 19 June

David Schweinsberg: Basic Playfield for RPG.

Sunday, 27 June

Chris Wilkson: Comment on Injection Molding for New Cartridges.


JULY 1999

Thursday, 1 July

Eckhard Stolberg: Version of a Scrolling Text Demo.

Saturday, 3 July

David Schweinsberg: RPG Development New Version.

Thursday, 8 July

Erik Mooney: Quick and Dirty Code(TM) to Send Square Wave Out Joystick.


AUGUST 1999

Friday, 6 August

John K. Harvey: Thread on Colour Cycling Routine.

Pete Holland: Thread Clarifying Some Issues With Basic Assembly.

Saturday, 21 August

Thomas Jentzsch: Thread on WSYNC and RESPx Questions.


SEPTEMBER 1999

Wednesday, 1 September

Mark De Smet: 62 Byte Scrolling Rainbow Demo.

Monday, 6 September

Ruffin Bailey: Question About Getting Indirect Y Addressing Working.

Tuesday, 14 September

Pete Holland: Question About ROR and ROL.

Friday, 17 September

Gene Johannsen: Demo For a Game Based on Grids.

Russell Babylon: 2600 Voice Synthesis.


NOVEMBER 1999

2 November

Thomas Jentzsch: First Version of Thrust Released!


DECEMBER 1999

Wednesday, 22 December

Rob: Ho Ho Ho #2: Horizontal Scrolling Playfield.

Another Version?


JANUARY 2000

Monday, 10 January

Kurt Woloch: Games That Did Horizontal Scrolling.

Tuesday, 18 January

John K. Harvey: Pressure Gauge 2: Multiplayer.


MARCH 2000

Sunday, 19 March

Scott Huggins: Demo From a New Programmer.


MAY 2000

Monday, 1 May

Phillipp Graf: Colour Bars Demo.

Thursday, 4 May

John K. Harvey: Thread About Collision Detection.

Tuesday, 30 May

Eckhard Stolberg: Answering Question About Scanline Numbers.


JUNE 2000

Monday, 12 June

Thomas Jentzsch: Thrust v0.9.

Tuesday, 20 June

Mark De Smet: Answering Technical Questions about the 2600 and TIA.

Erik Mooney: Speculating that Unused Data Bits in TIA Cannot Be Used Like RAM.

Glenn Saunders: Thread Asking Question About 2600 RAM Usage.

Glenn Saunders: Question About 36 Cycles Available During Horiztonal Scanline.

Glenn Saunders: Thread Asking Question About Single Line Resolution Player Graphics.

Wednesday, 21 June

Glenn Saunders: Thread Asking Question About 2600 Memory Mapping.

Friday, 23 June

Kurt Woloch: Thread About Interlacing and Single Line Resolution.


JULY 2000

Wednesday, 19 July

Thomas Jentzsch: Thrust Version 1.0 (What He Describes as the “Final Beta”).

Saturday, 22 July

Eckhard Stolberg: Answering A Question About How the Booster Grip Adaptor Works.

Tuesday, 25 July

Glenn Saunders: Polynomial Counter Flash File.

Saturday, 29 July

Thomas Jentzsch: WSYNC Taking 5 Instead of 3 Clock Cycles.


AUGUST 2000

Wednesday 2 August

Eckhard Stolberg: Answering a Question about Writing to Horizontal Movement Registers 24 Cycles After HMOVE Strobe.

Thursday, 3 August

Thomas Jentzsch: Illegal Opcodes in Thrust.

Tuesday, 8 August

Glenn Saunders: Game Idea About Catching Fireworks Crossed With Warlords.


SEPTEMBER 2000

Sunday, 3 September

Thomas Jentzsch: Thrust Version 1.1.

Wednesday, 6 September

Glenn Saunders: Speculation About How H.E.R.O. Did its Life Bar.

Thursday, 14 September

Andrew Davie: Cheating a Little and not doing WSYNCs.

Saturday, 16 September

Thomas Jentzsch: More on Thrust’s Illegal Opcodes.

Eckhard Stolberg: How the Multi-Sprite RESP Trick Works.

Monday, 18 September

Thomas Jentzsch: The “Final, Final” Version of Thrust (Version 1.2).

Sunday, 24 September

Ruffin Bailey: Thread About Question About Player Movement in an Old Demo.


OCTOBER 2000

Sunday, 1 October

Mark De Smet: Preliminary Post About His SFCaves 2600 Game.

Saturday, 7 October

Thomas Jentzsch: Borland Pascal Program to Discriminate Between Clones and Real Games.

Friday, 20 October

Pete Holland: Interesting Unanswered Question About Collision Detection.


NOVEMBER 2000

Wednesday, 1 November

John K. Harvey: Some Sort of ZIP File? “Guidelines For Setting Timers”.


DECEMBER 2000

Thursday, 21 December

Manuel Polik: A “Holiday Surprise“.


JANUARY 2001

Friday, 5 January

Manuel Polik: “Nasty” 6502 Tricks?

Tuesday, 9 January

Thomas Jentzsch: Tips for Disassembling Games.

Wednesday, 10 January

Manuel Polik: Alpha of a Demo.

Erik Mooney: There Are Two Different Versions of Asteroids.

Tuesday, 23 January

Dennis Debro: Thread Asking Question About < and > Symbols in Assembler.


FEBRUARY 2001

What’s frustrating me is that everyone is referring to the development of Qb in this month, but I can’t find any posts where Andrew Davie actually releases the code.

Thursday, 1 February

Eckhard Stolberg: Answering Question About Address Naming (eg. VAR+2).

Andrew Davie: Quick Demo: Large Scale Animation of Background Graphics.

Friday, 2 February

Mark De Smet: Thrust Compatibilities.

Thursday, 8 February

Thomas Jentzsch: Missile vs. Player Copies.

Monday, 12 February

Andrew Davie: Hex to BCD Routine.

Kurt Woloch: How Single Line Kernels Like Atlantis Manage Horizontal Motion.

Tuesday, 13 February

Thomas Jentzsch: How to Create 6 Digit Scores With Background Colour Change.

Manuel Polik: Early Version of Gunfight 2600.

Wednesday, 14 February

Andrew Davie: Thread About Solutions to Use Up A Single Cycle.

Andrew Davie: Qb Version 0.02.

Manuel Polik: Gunfight 2600 at the Limits of Single Line Kernel.

Thursday, 15 February

Thomas Jentzsch: JAMMED Version 0.1.

Monday, 19 February

Thomas Jentzsch: JAMMED Version 0.2.

Thomas Jentzsch: Comments on Qb Version 0.05.

Manuel Polik: New Version of Gunfight.

Tuesday, 20 February

Manuel Polik: Another Version of Gunfight.

Wednesday, 21 February

Manuel Polik: Another Version of Gunfight.

Saturday, 24 February

Joe Grand: New Version of Game.

Piero Cavina: How Oystron Did a Horizontal Gauge.

Monday, 26 February

Manuel Polik: New Version of Gunfight.

Thomas Jentzsch: Final (?) Demo Version of JAMMED.

Tuesday, 27 February

Manuel Polik: New Version of Gunfight.


MARCH 2001

Thursday, 1 March

Andrew Davie: Qb Version 1.01 (“TITLE SCREEN”).

Saturday, 3 March

Joe Grand: Game SCSISIDE Version 0.03 Released.

Sunday, 4 March

Thomas Jentzsch: Thrust Kernel Part 1.

Monday, 5 March

Manuel Polik: New Gunfight 2600 Version.

Tuesday, 6 March

Thomas Jentzsch: Useful Illegal Opcodes (Part 2: NOP).

Ruffin Bailey: Questions About Some Source Code.

Wednesday, 7 March

Andrew Davie: Qb Version 2.03, Test Version.

Andrew Davie: Solutions for Having a Counter That Counts to 3, Then Repeats.

Thursday, 8 March

Andrew Davie: Big Thread About Video Game Ideas.

Friday, 9 March

Manuel Polik: Big Thread On Detecting Boundaries of an Address Being Decremented or Incremented (See Andrew Davie’s Big Response).

Sunday, 11 March

Thomas Jentzsch: “Trick12” Demo.

The source code.

Wednesday, 14 March

Manuel Polik: More Progress on Gunfight.

Thursday, 15 March

Andrew Davie: Qb Post-Mortem.

Friday, 16 March

Manuel Polik: Merge of Gunfight With Old Archive Code From Bob Colbert.

Friday, 23 March

Joe Grand: Another Version of the Gas Gauge Demo.

Thomas Jentzsch: Invaders Demo.

Saturday, 24 March

Andrew Davie: Qb v2.17 NTSC (Final?).

Monday, 26 March

Joe Grand: SCSIcide v0.04.


APRIL 2001

Monday, 2 April

Manuel Polik: New Update to Gunfight.

Thursday, 5 April

Glenn Saunders: Narnia (?).

Sunday, 8 April

Dennis Debro: Thread on Changing the Colour of Individual Playfield Pixels.

Monday, 9 April

Manuel Polik: Answering Dennis Debro’s Question About How 2600 Centipede Was Achieved.

Tuesday, 10 April

Manuel Polik: Gunfight 2600: Red River Demo.

Thursday, 26 April

Manuel Polik: Gunfight 2600 Final Kernel.


MAY 2001

Wednesday, 9 May

Joe Grand: SCSIcide v0.05.

Friday, 11 May

Manuel Polik: Gunfight 2600 Final Kernel Part 2.

Saturday, 12 May

Ruffin Bailey: Answering Joe Grand’s Question About Why Colours Seem Washed Out on Real 2600s.

Saturday, 26 May

Gonzalo: “My demo“.

Joe Grand: SCSIcide v0.06 (playable).


JUNE 2001

Wednesday, 6 June

Erik Eid: Euchre.

Saturday, 9 June

Joe Grand: SCSIcide Gameplay Update.

Saturday, 23 June

Joe Grand: Paddle Demo.


JULY 2001

Monday, 2 July

Joe Grand: SCSIcide v1.09.

Friday, 13 July

Erik Eid: New Euchre Version.

Thursday, 26 July

Joe Grand: SCSIcide v1.2.

Saturday, 28 July

Erik Eid: Euchre Update.

Sunday, 29 July

Thomas Jentzsch: Starmaster Disassembled.


AUGUST 2001

Tuesday, 7 August

Thomas Jentzsch: Preliminary Comments on River Raid’s Random Generation.

John K. Harvey: Teleterm 2600.

Wednesday, 8 August

Manuel Polik: Horizontal Positioning Issue.

Manuel Polik: Gunfight 2600 Final Kernel Part 3.

Monday, 13 August

Thomas Jentzsch: River Raid Disassembled (Almost Complete).

Sunday, 19 August

Erik Eid: Euchre Update.

Monday, 20 August

Manuel Polik: Help for B. Watson.

Thursday, 23 August

Manuel Polik: Gunfight 2600 AI.

Saturday, 25 August

Thomas Jentzsch: Incomplete Disassembly of Surround.

Wednesday, 29 August

B. Watson: “My First Demo“.


SEPTEMBER 2001

Monday, 3 September

Thomas Jentzsch: Notices that Pitfall! uses a bidirectional LFSR for Random Number Generation.

Manuel Polik: Notices Distortion 4/5 Pitch 0 Isn’t Silent.

Erik Eid: Current Source of Euchre.

Tuesday, 4 September

Manuel Polik: Sound Added to Gunfight 2600.

Wednesday, 5 September

Jake Patterson: “Silly Little Demo Kind Of Thing”.

Manuel Polik: How Gunfight 2600 Does Its Sound.

Saturday, 8 September

Manuel Polik: Observations While Part Way Through Disassembling Outlaw.

Monday, 10 September

Glenn Saunders: Death Derby Released.

Glenn Saunders: Polynomial Counter Flash File.

Saturday, 15 September

Thomas Jentzsch: Tune2600 v0.5.

Thursday, 20 September

Thomas Jentzsch: Commenting on Coding Styles In the Old Days and Nowadays.

Glenn Saunders: New Version of Death Derby.

Saturday, 22 September

Glenn Saunders: Death Derby Build 0002.

Nicolas Olhaberry: Colours Selector BIN for PAL.

Sunday, 23 September

Glenn Saunders: Death Derby Build 0003.

Thursday, 27 September

Glenn Saunders: Answering a Question About How to Generate a Health Bar.

Roger Williams: Answering the Same Question.

Sunday, 30 September

Manuel Polik: Gunfight 2600 Scenarios Complete.


OCTOBER 2001

Saturday, 6 October

Glenn Saunders: New Build of Death Derby.

Monday, 8 October

B. Watson: Question About Entropy and Randomness and RNG From Suicide Mission.

Wednesday, 10 October

Manuel Polik: Observations About Horizontal Movement in David Crane’s Outlaw.

Thomas Jentzsch: Pitfall! Disassembly.

Thursday, 11 October

Manuel Polik: Outlaw Disassembly.

A quick comment.

Sunday, 14 October

Glenn Saunders: Death Derby Build 0006.

Monday, 15 October

Inkling: Hypnotic v0.04.

Saturday, 20 October

Roger Williams: Sprite Movement Demos.

Sunday, 21 October

Glenn Saunders: Death Derby Build 0008.

Monday, 22 October

B. Watson: “Silly Game Idea“.

Monday, 29 October

Manuel Polik: New Version of Gunfight 2600.


NOVEMBER 2001

Thursday, 1 November

Manuel Polik: Gunfight 2600: Final Run Part 2.

Friday, 2 November

Manuel Polik: Gunfight 2600: Beta Release.

Somewhere along here someone releases a disassembly of Adventure, but the email doesn’t show up in the list archive.

Thursday, 8 November

Manuel Polik: Gunfight Release Candidate!

Manuel Polik: Update to Nick Bensema’s Disassembly of Defender.

Friday, 9 November

Erik Eid: Another Update to Euchre.

Saturday, 10 November

Glenn Saunders: Death Derby Release 0013.

Monday, 12 November

Manuel Polik: Gunfight 2600 With Added Music and Bugfixes.

Wednesday, 14 November

Jake Patterson: Update to the Baubles Game.

Friday, 16 November

B. Watson: Poker Solitaire.

Monday, 19 November

Manuel Polik: Gunfight 2600: Final Release Version.

Tuesday, 20 November

Roger Williams: BAStella Programming Language Proposal.

Sunday, 25 November

Erik Eid: A Successful Optimisation of Euchre.

Monday, 26 November

B. Watson: Poker Solitaire, Versions 012 and 014.

Friday, 30 November

B. Watson: Poker Solitaire 019.


DECEMBER 2001

Tuesday, 4 December

B. Watson: Poker Solitaire 020.

Sunday, 16 November

Andrew Wallace: Post: “Finally Found Some Time to Work on My Game”.


JANUARY 2002

Friday, 11 January

Manuel Polik: “The Beta Demo“.

Saturday, 19 January

Billy Eno: Warring Worms Finished!

Monday, 28 January

Billy Eno: New and Improved Warring Worms.


FEBRUARY 2002

Thursday, 7 February

Billy Eno: Warring Worms Final Debug.

Saturday, 9 February

Manuel Polik: Starfield V1.0 Release.

Tuesday, 12 February

Manuel Polik: Added a Crosshair to Starfield.

Friday, 22 February

Manuel Polik: Thread about VDEL.


MARCH 2002

Saturday, 2 March

Roger Williams: Definitive Combat Disassembly.

Saturday, 16 March

Manuel Polik: Repositioning Proof of Concept.

Thomas Jentzsch: Jtzball Alpha.

Tuesday, 19 March

Glenn Saunders: Death Derby 0016 and VDEL problems.

Saturday, 23 March

Manuel Polik: Tie Fighters Sprites BIN.

Sunday, 24 March

Manuel Polik: Y-Sorting Alternative for Thomas.

Monday, 25 March

Manuel Polik: Sorting Algorithms.

Manuel Polik: Bubble Sort Post.

Tuesday, 26 March

Manuel Polik: Bubble Sort II Post.

There is a lot of discussion about sorting algorithms around this time.

Thursday, 28 March

Manuel Polik: Star Fire Update After Discovering “The Perfect Sorting Solution”.


APRIL 2002

Sunday, 14 April

Erik Eid: Update to Euchre.

Saturday, 20 April

Manuel Polik: FlickerSort.

Manuel Polik: Update to FlickerSort.

Tuesday, 23 April

Kurt Woloch: Some Good Advice About Where to Begin When Making a Game.

Thomas Jentzsch: Cosmic Ark Disassembly.

Monday, 29 April

Glenn Saunders: Death Derby 0016, Big Issues With VDEL.

Reply by Eckhard Stolberg.

Reply by Thomas Jentzsch.


MAY 2002

Wednesday, 1 May

Manuel Polik: Update to Star Fire 2600.


JUNE 2002

Saturday, 1 June

Thomas Jentzsch: Answering a Question About How to Blank Out the “Comb Effect”.

 

Monday, 3 June

Joel Park: Thread About Adding Labels to Adventure.

Thursday, 6 June

Fabrizio Zavagli: WIP Game “Treat“.

Monday, 10 June

Manuel Polik: Gunfight Source.

Fabrizio Zavagli: New Update for Space Treat.

Sunday, 30 June

Fabrizio Zavagli: A Hack of Astro Blast.


JULY 2002

Monday, 1 July

Chris Wilkson: Reply to “Higher Resolution Through Interlacing”.

Wednesday, 3 July

Ruffin Bailey: A Lesson for Newbies: Reading Joystick Buttons and VBLANK.

Thursday, 4 July

Ruffin Bailey: How to Use RESMP0 and RESMP1.

Sunday, 7 July

Billy Eno: Warring Worms Source.

Monday, 8 July

Manuel Polik: Star Fire 2600 Update.

Tuesday, 9 July

Manuel Polik: An annotated version of VCS.H.

Thursday, 11 July

Erik Eid: Thread Discussion ABout a Canonical VCS.H.

Saturday, 13 July

Paul Slocum: Composed a New Song for Marble Craze.

Sunday, 14 July

Ruffin Bailey: Newbie Lesson Relearned – WSYNC and HMOVE.

Ruffin Bailey: Player Animation Basics Take 1.

Sunday, 21 July

Manuel Polik: Star Fire Update – Return of the Starfield??

Tuesday, 23 July

Manuel Polik: Answering a Question About How to Learn How to Program AI.

Sunday, 28 July

Erik Eid: Euchre Update.

Wednesday, 31 July

Manuel Polik: Star Fire Update.


AUGUST 2002

Sunday, 4 August

Nick Bensema: My First Demo in a While.

Thursday, 8 August

Manuel Polik: Star Fire Update (Kernel Finished?).

Saturday, 10 August

Thomas Jentzsch: Robot City Alpha.

Monday, 12 August

Fabrizio Zavagli: Space Treat Release Version, BIN and Source.

Erik Eid: Euchre: At The Barn Door.

Tuesday, 13 August

Billy Eno: Need an Opinion on Cube Quest.

Friday, 16 August

Billy Eno: Cube Conquest Interlacing Success! See Whole Thread.

Sunday, 18 August

Glenn Saunders: Improved Interlace Demo.

Monday, 19 August

Billy Eno: Interlacing Game (Some Sort of Spaceship).

Tuesday, 20 August

Erik Mooney: “I Called The Correct Way to Do Interlacing 2 Years Ago“.

Tuesday, 27 August

Dennis Debro: Dragonfire Source Code.

Dennis Debro: Porting Climber5 to the 2600, Need Kernel Help.

Dan Boris: Thread About Controversy Over Airworld.

Thursday, 29 August

Eric Ball: Skeleton, a New Game!

Friday, 30 August

Manuel Polik: Maze Generation.


SEPTEMBER 2002

Sunday, 1 September

Thomas Jentzsch: Robot City v0.18.

Billy Eno: Interlace Game Demo.

Tuesday, 3 September

Erik Eid: Euchre Update.

Erik Eid: Euchre Alpha.

Thursday, 5 September

Manuel Polik: Star Fire: Creating a Universe.

Friday, 6 September

Eric Ball: Skeleton “Complete”.

Monday, 6 September

Eric Ball: Skeleton v1.1.

Sunday, 15 September

Thomas Jentzsch: Robot City v0.21.

Monday, 16 September

Erik Eid: Euchre: Beta.

Fabrizio Zavagli: New Ball Game.

Thursday, 19 September

Manuel Polik: 8K Bankswitch Template.

Wednesday, 25 September

Manuel Polik: Ballblazer Demo Subroutines.

Thursday, 26 September

Manuel Polik: Beta Demo v1.1.

Manuel Polik: Star Fire: Shootable!

Saturday, 28 September

Erik Eid: Euchre: Release Candidate.


OCTOBER 2002

Tuesday, 1 October

Eckhard Stolberg: How to Get T1024T Timer to Work Properly.

Erik Eid: Euchre: Release Candidate 2.

Monday, 7 October

Christopher Tumber: My First 2600 Game: Yet Another Invasion.

Wednesday, 9 October

Dennis Debro: 2600 Climber5 Port Working! Single Line Kernel!

Thursday, 10 October

Manuel Polik: Star Fire: Cockpit View.

Eric Ball: RESBL Strangeness.

Some Explanations For The Issue.

Potential Complete Explanation.

Confirmation by Erik Mooney.

Friday, 11 October

Manuel Polik: Star Fire: Explosions!

Saturday, 12 October

Kirk Israel: Thread About Issues With HMBL.

Tuesday, 15 October

Eric Ball: New PAL and NTSC Versions of Skeleton.

Dennis Debro: Issues With Climber5: Jittery Horizontal Movement.

O. Scholz: Thread About PAL vs NTSC Colours.

Wednesday, 16 October

Manuel Polik: Star Fire: Advice on Radar Needed. (Thread)

Kirk Israel: A Lint That Can Inspect DASM List Files and Find Conditional Branches Over Page Boundaries.

Thursday, 17 October

Christopher Tumber: Space Instigators (Formerly TAY) Final Version?

Saturday, 19 October

Christopher Tumber: Space Instigators v18.

Monday, 21 October

Chris Tumber: Space Instigators v19.

Manuel Polik: Thread About Difference Between M0 and BL.

Tuesday, 22 October

Manuel Polik: Star Fire: Radar Completed! Bug Regarding M0 and BL Found!

Follow Up.

Manuel Polik: Partial Disassembly of Star Ship.

Wednesday, 23 October

Manuel Polik: New Update to Star Fire.

Chris Wilkson: Pointing Out Issues With Star Fire. Thread.

Thursday, 24 October

Eric Ball: Skeleton v1.1.

Friday, 25 October

Manuel Polik: My Best Collision Detection.

Wednesday, 30 October

Manuel Polik: Star Fire: Framework Done!

Dennis Debro: Climber 5 Prototype.

Ben Larson: Prototype of “Incoming”.

Manuel Polik: Revolutionary Horizontal Position Discovered in Battlezone!

Thursday, 31 October

Manuel Polik: Battlezone Crash Analysis.


NOVEMBER 2002

Sunday, 3 November

Rico: Thread About Playfield Basics.

Monday, 4 November

Manuel Polik: Star Fire: Crash Completed!

Thursday, 7 November

Manuel Polik: Object Handler Organisation.

Friday, 8 November

Manuel Polik: Textpad Macros For Commenting/Uncommenting.

Wednesday, 13 November

Manuel Polik: Star Fire: Meteor Dance!

Monday, 18 November

Dennis Debro: Thread About PAL VSYNC Timings.

Manuel Polik: Star Fire: Meteor Dance 2!

Tuesday, 26 November

Manuel Polik: Revolutionary Horizontal Positioning 2.

Dennis Debro: A Program To Test How Random the RIOT is at Startup. See Whole Thread.

Thursday, 28 November

Manuel Polik: Complete Rewrite of the Star Fire Kernel!

Friday, 29 November

Eric Ball: RESP and HMP Quirks.


DECEMBER 2002

Tuesday, 3 December

Ronen Habot: See Whole Thread About F8 Bankswitching Experiment.

Saturday, 7 December

Manuel Polik: Bankswitching Trickery and Self-Modifying Code in the Original Library.

Monday, 9 December

Thomas Jentzsch: Beginnings of Boulderdash for 2600. Using Players to Produce the Graphics.

Manuel Polik: Bankswitching Trickery 2.

Sunday, 15 December

Eckhard Stolberg: How FE Bankswitching Works.

Manuel Polik: A-Team PAL Conversion.

Monday, 16 December

Eric Ball: Revolutionary Horizontal Positioning 3.

Friday, 20 December

Billy Eno: Tree Hugger Update.

Tuesday, 24 December

Fabrizio Zavagli: Space Treat New Version.

Thursday, 26 December

Thomas Jentzsch: Broken Thread on Rubik’s Cube 3D 2600.

Friday, 27 December

Greg Troutman: The “Perfect” Version of TPS.BIN.

Monday, 30 December

Fabrizio Zavagli: Space Treat With Score.


JANUARY 2003

Wednesday, 1 January

Adam Wozniak: First Game: Sokoban Clone.

Thursday, 2 January

Dennis Debro: Thread About How Reactor Did Particles With No Flicker.

Christopher Tumber: Basic Playfield Scroller.

Rob Mundshau: New Jumptable Implementation.

Friday, 3 January

Manuel Polik: Intelligent Job-System Idea.

Saturday, 4 January

Eric Ball: Mobile 48 bit Sprite Kernel.

Wednesday, 8 January

Andrew Davie: Fu Kung v0.01: Large Sprite Demo.

Thomas Jentzsch: Rubik Cube 3D Demo.

Chris Larkin: Does ABS, X Addressing Have a Limit on the Size of X?

Thursday, 9 January

Adam Wozniak: Thread About Cartridge Dumper.

Friday, 10 January

Andrew Davie: Fu Kung v0.04.

Chris Larkin: Thread: How Do You Code for Paddles?

Adam Wozniak: Cart Dumper With Weak Pullup Resistors Reading RAM (And Writing $FF).

Sunday, 12 January

Fabrizio Zavagli: Latest Space Treat Version.

Monday, 13 January

Dennis Debro: Question About Number of Cycles for $0C Illegal Opcode. See the Thread Immediately After in the Archive.

Tuesday, 14 January

Thomas Jentzsch: How Does VDELPx Work?

Friday, 17 January

Andrew Davie: Oh No!! Demo.

Two Dancing Babies. (Oh No!! 2)

Thomas Jentzsch: “Zombie” Optimisations to Fulfill Glenn Saunders’s Death Derby Wishes.

Saturday, 18 January

Rob Mundschau: Thread About FIFO Memory Idea.

Chris Larkin: Question: Is it Possible to Declare Constants in DASM?

Glenn Saunders: What Does XYPE Represent?

Sunday, 19 January

Joe Wiencis: What Are the Black Bars on the Side of the Screen?

Tuesday, 21 January

Adam Wozniak: How Do I Get FE Bankswitching Working?

Wednesday, 22 January

Andrew Davie: Oh No! 4.

Saturday, 25 January

Andrew Davie: Fu Kung v0.07.

Andrew Davie: Fu Kung v0.08, Full Source Code.

Sunday, 26 January

Thomas Jentzsch: Dead Derby Final (?) 2LK.

Tuesday, 28 January

Andrew Davie: Fu Kung v0.10.

Wednesday, 29 January

Thomas Jentzsch: Answering Jason Parlee’s Question About Asymmetrical 2LK Playfields.

Friday, 31 January

Andrew Davie: Fu Kung! v0.13.


FEBRUARY 2003

Saturday, 1 February

Andrew Davie: Fu Kung v0.14.

Paul Slocum: Programming Tricks Guide Proposal.

More of the Thread Here.

Tuesday, 4 February

Manuel Polik: Comments on Asymmetrical Playfields and Horizontal Positioning.

Thursday, 6 Feburary

Zach Matley: Combat AI Project.

Friday, 7 February

Andrew Davie: Fu Kung v0.17 Plus Source Code.

Saturday, 8 February

Andrew Davie: Neat Assembler Auto-Table / Label Generation.

Sunday, 9 February

Andrew Davie: 5 Colour Bit Map. Supposedly Doesn’t Work Well on Emulators. NSFW?

Andrew Davie: Colour Bitmap Conversion from Image to 2600 Display.

Monday, 10 February

Aaron Bergstrom: My Scrolling Playfield With Score.

Tuesday, 11 February

Vern: Thread Discussing New Bankswitching Method for Accessing 32K Data.

Wednesday, 12 February

Andrew Davie: Full Screen Bitmap Images.

Andrew Davie: The Demo Image Series #0. Perhaps See Whole Thread.

Saturday, 15 February

Adam Wozniak: Heuristics for Autodetecting Bankswitching Type.

Sunday, 16 February

Zach Matley: Combat AI Progress Report.

Monday, 17 February

Thomas Jentzsch: Reply to Discussion About Andrew Davie’s Experiment in Animation.

Tuesday, 18 February

Andrew Davie: How the Interleaved Colour Sprite System Works.

Wednesday, 19 February

Andrew Davie: Demo Image Series #1. NSFW.

Image Series #2.

Image Series #3.

Image Series #4.

Thursday, 20 February

Rob Mundschau: Stella Memory Map.

Monday, 24 February

Glenn Saunders: Death Derby 2LK v12.

Tuesday, 25 February

Paul Slocum: Answering a Question About DASM Accepting “A” for the Accumulator in the Logical Left and Right Commands.

Wednesday, 26 February

Andrew Davie: Photo of Mario Using Interleaved Colour Technique.

Kroko: FE Bankswitching.

Thursday, 27 February

Andrew Davie: Wiley Coyote Photo From Interleaved Colour Technique.

Friday, 28 February

Dennis Debro: Issues With 2600 Jr. and Homebrew Games. See AtariAge Link.


MARCH 2003

Monday, 3 March

Andrew Towers: New Game: Shadow Keep.

Andrew Davie: The Demo Image Series #12. Photos of Mario and Luigi.

Demo Image Series #13: 4k Mario and Movement.

Demo Image Series #14: Two Marios and Vertical Movement (4K).

Demo Image Series #15: 3 Marios (4K).

Tuesday, 4 March

Dennis Debro: Need Help with Horizontal Positioning.

Wednesday, 5 March

Andrew Davie: Interleaved Chronocolour™ Source Code.

Glenn Saunders: Question About Reset Debounce.

Andrew Towers: TIA Hardware Notes.

Saturday, 8 March

Fabrizio Zavagli: Space Treat Deluxe.

Tuesday, 11 March

Adam Thornton: Does an Image Converter for Interleaved Chronocolour…sigh…™ Exist? See Thread.

Thursday, 13 March

Matthew Ozor: Newbie Asking for a Copy of VCS.H.

Friday, 14 March

Chris Wilkson: Chris Wilkson Saying Farewell.

Monday, 17 March

Fabrizio Zavagli: Resuming Work on “Bounce”. Need to Optimise Code from 151 to 150 Cycles.

Erik Eid: Machine Language For Beginners on Atari Archive (Link Not Broken!)

Wednesday, 19 March

Andrew Davie: Big Thread With Suggestions About Improving DASM.

Monday, 24 March

Glenn Saunders: Death Derby 2LK v16. To be Premiered At PC4.

Henitrope: Need Help With Globe Trotter Demo.

Glenn Saunders: Death Derby v16 Source Code.

Manuel Polik: Big Thread Discussing How to Make a 3D Corridor Game.

Tuesday, 25 March

Fabrizio Zavagli: Quadrun Disassembly.


APRIL 2003

Wednesday, 2 April

SMF_4ever: How Do You Disassemble ROMs Bigger than 4K or 8K?

Thursday, 3 April

Manuel Polik: Star Fire Update: New Shields.

Thursday, 10 April

Manuel Polik: Star Fire Update: Warping!

Paul Slocum: Answering a Question About Floating Point Math.

Wednesday, 16 April

Dennis Debro: Climber5 Source and Binary.

Friday, 18 April

Dennis Debro: Using Fractional Representation For Position and Movement.

Glenn Saunders: Big Thread on RPG Kernels.

Saturday, 19 April

Zach Matley: Combat: Tank AI Progress Report.

Friday, 25 April

Joe Grand: Thread About Parker Brother’s E0 Bankswitching.

Monday, 28 April

Thomas Jentzsch: Jammed Source Code.

David Mutterer: Where Can I Get a Starpath 2.0 CD?


MAY 2003

Thursday, 1 May

Andrew Davie: Thread About What You Would Do With More RAM.

Dennis Debro: Climber5 Source and Binary Number 2.

Wednesday, 7 May

Dennis Debro: Warnings About HMOVE and RESx.

Friday, 9 May

Wade Brown: Pattern Processor Code Help.

Sunday, 11 May

Manuel Polik: VCS.H and Segments.

Sunday, 18 May

Aaron Bergstrom: High and Low Bytes.

Wednesday, 21 May

Fabrizio Zavagli: Space Treat Deluxe Source and BIN.

Thursday, 29 May

Manuel Polik: Music Selector Update.

Manuel Polik: Star Fire Release Candidate #01.

Saturday, 31 May

Andrew Davie: 2600 Programming for Newbies.

Manuel Polik: Star Fire Release Candidate #02.


JUNE 2003

Sunday, 1 June

Manuel Polik: Star Fire Release Candidate #03.

Tuesday, 3 June

Rob Mundschau: Gravity Ball v014 – Please Help!

Wednesday, 4 June

Manuel Polik: Humorous Thread About “Stella Programming Laws”.

Thursday, 5 June

Manuel Polik: Update to Star Fire Release Candidate #03.

Sunday, 8 June

Andrew Davie: Colour Baby / Fu Kung Demo.

Monday, 9 June

Manuel Polik: Star Fire Release Candidate #04.

Tuesday, 10 June

Dennis Debro: Random Number Generation Question.

Thursday, 12 June

Manuel Polik: Bug Fix for Star Fire Release Candidate #04.

Andrew Davie: Interleaved Chronocolour Fading Bitmap.

Friday, 13 June

Manuel Polik: Star Fire RC #05.

Manuel Polik: MACRO.H Submission. (Vertical Sync)

Sunday, 15 June

Aaron Bergstrom: Question About F4 / F6 / F8 Bankswitching.

Tuesday, 17 June

Andrew Davie: 512KB ROM.

Wednesday, 18 June

Aaron Bergstrom: I Think I Got F8 Bankswitching to Work.

Saturday, 21 June

Andrew Davie: Source Code to Latest Fu Kung.

Thomas Jentzsch: Big Thread About a Kernel For a Horizontal Scrolling Cave Game.

Monday, 23 June

Dennis Debro: Climber5 With Random Ladders Prototype.

Friday, 27 June

Dennis Debro: Climber5 Beta Update.


JULY 2003

Tuesday, 1 July

David Galloway: Solution to Noisy VCS Video.

Sunday, 6 July

David Galloway: Updated Version of Rob Kudla’s Boing26.

Christopher Tumber: New Game: Fortitude I Quadraside.

Broken Thread Starting With Dennis Debro.

Saturday, 12 July

Manuel Polik: First Rudimentary Implementation of “The FX Machine“.

Sunday, 13 July

Zach Matley: What’s an Acceptable Scanline Count?

Tuesday, 15 July

Jesse Daguanno: Question About Audio and Animation Timing.

Darrell Spice: First Debut on Stella!

Wednesday, 16 July

Russ Perry: Macintosh Playfield Editor.

Wednesday, 23 July

Manuel Polik: Thread Brainstorming Porting Smithereens / Catapult / Stone Sling to 2600.

Saturday, 26 July

Vlad Pylin: VDELP Problem.

Sunday, 27 July

Manuel Polik: GTA 2600: Started!

Manuel Polik: Star Fire: Final Source and Manual.

Fabrizio Zavagli: Bounce! Demo Source and Binary.

Tuesday, 29 July

Pete Holland: Questions About the Structure of the 2600.

Reply By Eric Ball in August.

Wednesday, 30 July

Vlad Pylin: Questions About Off-Screen Collisions.

Thursday, 31 July

Andy Mucho: Big Post Asking Questions About 2600 Sound.


AUGUST 2003

Friday, 1 August

Paul Slocum: Responding to the Big Post About 2600 Sound. See Whole Thread.

Vlad Pylin: How Do You Compile a Multiple-Bank Game?

Saturday, 2 August

Andy Mucho: SoundSim Utility.

Application of SoundSim, “MontySound.bin”.

Monday, 4 August

Dennis Debro: Why Use the SEI instruction?

Wednesday, 6 August

Brian Crawford: How Do Programmers Display Scores?

Thursday, 7 August

Darrell Spice: Games That Cause Problems With the Supercharger.

Sunday, 10 August

Andy Mucho: A Trailblazer Game Demo.

Tuesday, 12 August

Happy Dude: Audio Game Concept.

Friday, 15 August

Andy Mucho: Align Padding in DASM.

Saturday, 23 August

Manuel Polik: DASM Bug Report.

Manuel Polik: SID to TIA Converter: MUSIC.H.

Kirk Israel: Need Help With Joust Pong.

Sunday, 24 August

Kirk Israel: Need Help With Single Digit Scoring.

Thursday, 28 August

Kirk Israel: Delayed Sound Bug.

Saturday, 30 August

Kirk Israel: Yet Another Asymmetrical Playfield.

Manuel Polik: SID to TIA: First Demo. No Manual Tweaking.

Kirk Israel: Select Switch Won’t Toggle. How to Get the Select Switch to Toggle.

Sunday, 31 August

Manuel Polik: First Release of SID to TIA Converter.


SEPTEMBER 2003

Monday, 1 September

Manuel Polik: SID to TIA V1.1.

Wednesday, 3 September

Kirk Israel: Kernels for 48 Pixel Tiles.

Thursday, 4 September

Manuel Polik: SID to TIA V1.2.

Kirk Israel: More Discussion About 48 Pixel Sprite for Joust Pong Title.

Friday, 5 September

Kirk Israel: Bipolar Joust Pong.

Dennis Debro: skipDraw Explained.

Saturday, 6 September

C Bond: How Does Freeway Detect Collisions?

Sunday, 7 September

Manuel Polik: Starship 1 Proof of Concept.

Manuel Polik: Starship 2 Continued.

Chris Larkin: Trying to Set Up a 48 Pixel Sprite That Rolls Colours.

Monday, 8 September

Kirk Israel: Need Help With Indirect Indexed Addressing.

Adam Wozniak: What is the Purpose of Pin 10, (DEL) on the TIA?

C Bond: RIOT Timer Questions.

Tuesday, 9 September

Kirk Israel: I Finally Understand skipDraw!

Kirk Israel: Need Help Optimising My Kernel.

Chris Larkin: Need Help Understanding 6 Digit Routines.

Wednesday, 10 September

Kirk Israel: Remember to Put # Symbols in Front of Constants.

Chris Larkin: Loading Pointers Manually, and Loading Pointers From Tables.

Thursday, 11 September

Adam Wozniak: What Do The “4 Bit”, “5 Bit”, and “9 Bit” Polynomials Mean for the TIA AUDC0/1 Settings?

Friday, 12 September

C Bond: Can You Use The Playfield to Display a Random Maze?

Adam Wozniak: Stereo Mod Channels.

Christopher Tumber: The Multi-Sprite Trick.

Adam Wozniak: What Two Different Values Does VDELBL Select Between?

Saturday, 13 September

C Bond: Has Anyone Made a Timing Chart for the CPU Writes to the TIA?

Monday, 15 September

Adam Wozniak: TIA Audio Schematic: Underneath Text “AUDIO NOISE GEN”, Five Boxes Labelled “D1”. What are they?

Tuesday, 16 September

Zach Matley: “Looping” Demo/Game: Kernel Changes Between Duplication and Reflection Several Times Per Frame.

Thursday, 18 September

Adam Wozniak: FPGA2600.

Saturday, 20 September

Adam Wozniak: If Player Is Even Numbered, And Missile Location is Centre of Character, How Does TIA Place the Missile?

Rodrigo Silva: How Do the TIA Timers Work?

Tuesday, 23 September

Fabrizio Zavagli: Bounce: What Next?

Wednesday, 24 September

Thomas Dunn: How to Make Player0 Move Between Two Vertical Scanlines.

Adam Wozniak: What Equations are Used to Convert 4 Bit Hue / 3 Bit Luminance to RGB 8/8/8 ?

Sunday, 28 September

Chris Larkin: Jumping Back to VSYNC.


OCTOBER 2003

Saturday, 4 October

Thomas Jentzsch: Cave 1K Minigame. Source included.

Tuesday, 7 October

Chris Larkin: I May Not Fully Understand Indirect Addressing – Should This Work?

Monday, 13 October

Jason Parlee: Z-Axis Movement Programming Theory Sources.

Friday, 17 October

C Bond: Undocumented / Illegal Opcodes, Their Timing.

Sunday, 26 October

Manuel “Polik” Rotschkar: 1976 Arcade Game “Ace” Ported to 2600.

Monday, 27 October

Dennis Debro: Climber5 Update.

Thursday, 30 October

Thomas Jentzsch: 1K Minigame Splatform 2600. Source included.


NOVEMBER 2003

Wednesday, 5 November

Glenn Saunders: I Have the Commented Source Code Printouts From Bob Smith’s Post-Atari Work.

See This Broken Thread Set of Replies Starting With Dennis Debro.

Friday, 7 November

Dennis Debro: Horizontal Movement Routine in Donkey Kong and Space Jockey.

Saturday, 8 November

Manuel “Polik” Rotschkar: Discussion Thread About the Venture Kernel.

Wednesday, 12 November

Manuel “Polik” Rotschkar: Common VCS.H Suggestion.

Manuel “Polik” Rotschkar: I Have Written a Macro that Sets a Pointer. MACRO.H.

Thursday, 13 November

Adam Wozniak: Help Me Identify These Two Chips.

Friday, 14 November

Manuel “Polik” Rotschkar: Update to VCS.H and MACRO.H Again.

Sunday, 16 November

Adam Wozniak: I Need Help Figuring Out the 9 Bit TIA Audio Polynomials.

Monday, 17 November

Adam Wozniak: TIA Audio Polynomials.

Thursday, 20 November

Henitrope: Globetrotter Demo.

Tuesday, 25 November

Dennis Debro: Donkey Kong Disassembly.

Thomas Jentzsch: 11 Invaders “Reloaded” Demo.

Replies.

Wednesday, 26 November

Dennis Debro: Red vs. Blue Disassembly.

Friday, 28 November

Adam Wozniak: TIA Polynomials Revisited.

Saturday, 29 November

Adam Wozniak: TIA Audio Mode 3 Polynomial.

Adam Wozniak: TIA Audio Mode 15 Polynomial.

Adam Wozniak: TIA Audio Mode 7 Polynomial.


DECEMBER 2003