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
- You May Use Ctrl+F to Search Through The Uniform Keyword Labels I have Used. I have labelled all the entries uniformly. To Find
- Source Code, search Source
- Discussion About Horizontal Movement or Positioning, search Horizontal
- About the TIA, search TIA
- About Sound and Audio, search **Sound **or Audio
- Binaries, search BIN or **Binaries **or Binary
- Manuel Rotschkar entries, search Manuel
- Andrew Davie: Davie
- Thomas Jentzsch: Jentzsch
- Dennis Debro: Debro
- Bob Colbert: Colbert
- Kirk Israel: Israel
- Generally search the last name of the person you are looking for.
- Disassemblies, search Disassem
- Answers to Random Questions, search Answer
- Threads Discussing Issues, search Thread
- Periodic Updates to Games, search Update
- Demos, search Demo
- Discussion About Playfields, search Playfield
- For Requests for Help, search Help
- For Questions About Random Issues, search Random
- 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.
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
Wednesday, 17 June
Kurt Woloch: New Version of Sinking Ship Demo.
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!
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.
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.
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
Thursday, 4 December
R Mundschau: Need Help with 13 Character No Flicker Routine.
Friday, 5 December
Eckhard Stolberg: Reply Thread: TIA Polynomials Revisited.
Eric Ball: Calculating RGB Values From YUV Values For TIA Hue and Luminance.
Tuesday, 9 December
Manuel Rotschkar: What is the Spacing Between Wide Missiles?
Monday, 29 December
Andrew Davie: Some Experiments in Interlaced Graphics.
JANUARY 2004
Friday, 2 January
Manuel Rotschkar: Sea Wolf 2: Second Day of Work.
Saturday, 3 January
Thomas Jentzsch: Answering A Question About How Much RAM the Stack Usually Uses.
Monday, 5 January
Manuel Rotschkar: Sea Wolf 2: Day Three.
Glenn Saunders: Indy 500 Disassembly First Pass.
Tuesday, 6 January
Manuel Rotschkar: Sea Wolf 2: Day Four.
Glenn Saunders: CTRLPF Rewrites: Timing Observation.
Glenn Saunders: Question About How to Handle Acceleration and Inertia.
Wednesday, 7 January
Manuel Rotschkar: Sea Wolf: Day Five.
Glenn Saunders: Question About 2600 Pixel Aspect Ratio.
Glenn Saunders: Question About REFPX in Early Games.
Thursday, 8 January
Manuel Rotschkar: Sea Wolf: Day Six.
Friday, 9 January
Manuel Rotschkar: Sea Wolf: Day Seven.
Sunday, 11 January
Glenn Saunders: Death Derby Update.
Gonzalo Fernandez: Update to PLANE.BIN.
Monday, 12 January
Manuel Rotschkar: Seawolf: Day Eight.
Tuesday, 13 January
Manuel Rotschkar: Seawolf: Day Nine.
Wednesday, 14 January
Manuel Rotschkar: Replying to Question About Angular Movement.
Manuel Rotschkar: Sea Wolf: Day Ten.
Thursday, 15 January
Manuel Rotschkar: Sea Wolf: Day Eleven.
Friday, 16 January
Manuel Rotschkar: Drawing 4-Scanline Tall Missiles Faster Than This.
Monday, 19 January
Manuel Rotschkar: Sea Wolf: Day Twelve.
Thursday, 29 January
Dennis Debro: Climber 5 Release Candidate #01.
Friday, 30 January
Manuel Rotschkar: Sea Wolf: Day Fourteen.
FEBRUARY 2004
Friday, 6 February
Dennis Debro: Climber 5 Release Candidate #02.
Tuesday, 10 February
Dennis Debro: Climber 5 Release Candidate #03.
Wednesday, 11 February
Dennis Debro: Cool Climber 5 Bug.
Sunday, 15 February
Kirk Israel: Thread About Dividing 8 Bit Signed Integers By 2.
MARCH 2004
Monday, 15 March
Dennis Debro: Question about HMCLR.
Sunday, 21 March
Manuel Rotschkar: First Playable Alpha of Seawolf.
Tuesday, 23 March
Dennis Debro: Final Source Code for Climber 5.
Thursday, 25 March
R Mundschau: Rediscovery of Discovery of Horizontal Positioning Routine Used in Battlezone.
Tuesday, 30 March
Erik Mooney: INV Finally Finished!