Re: CineMenu update

From: Zonn <zonn_at_zonn.com>
Date: Fri Mar 20 1998 - 12:25:40 EST

On Fri, 20 Mar 1998 09:29:16 -0500 (EST), Paul Kahler <phkahler@Oakland.edu>
wrote:

>Hey all,
>
> Just thought I'd post an update on my Cinematronics programming activity.
>I've got a text display program working along with all the game names and
>some other words. I just need to do the user input for game select. It all
>fits in 2K with some holes left over, so we can use A11 to load a game-select
>latch (barring timing problems) or another method. There may be some
>timing problems with the text - I might not be waiting long enough for
>the beam to reach the start of a word, but we won't know until it's run
>on real hardware. It'll be easy to fix, as there is only one place where
>I draw all the lines :) I'll post the rom images by monday for those who
>want to test it and get working on hardware. Once any display bugs are
>worked out, I'll post info on changing the font and the string tables
>so it can be customized a bit.
>

Very Cool!

> BTW, does anyone recall if Armor Attack has the extra bank-select
>flipflop needed by Boxing Bugs? It'd be a bummer if that game requires
>a board modification.

I'm not sure what game you're referring to in the last sentence, Boxing Bugs or
Armor Attack. Armor Attack uses the same hardware as Solar Quest which use a
16k banked address space. Boxing Bug needs 32k of banked memory and the banking
register was moved off of the main board onto a daughter board that also held
the ROMs.

Armor Attack won't need any special mods (beyond what any other game will need
to run you menu), but to run Boxing Bugs some extra glue logic will have to be
added.
>
> BTW2, Cinematronics programming is kind of fun, with the limited
>instruction set you can almost read a program in HEX.

If I didn't have to work for a living I'd finish up an assembler I started a
year ago. (It was table driven so you'd be able to plug in your own mnemonics.)
;^)

-Zonn

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Received on Fri Mar 20 09:25:20 1998

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