I posted a bunch of information on programming PS2 on my website: www.mikekohn.net/software/playstation2.php If you need help getting started send me an email and I'll see if I can help. :)
@@mikeakohn Si tuviera tiempo lo hubiera estudiado pero soy tecnico de electronica si estudio otra cosa mas mi cabeza va explotar xD. Pero en el futuro creo que lo estudiare. La comunidad ps2 no esta muerta para tu informacion. Hace poco un fans de maincraf estan haciendo un juego para la ps2. Si te interesa ayudar. ruclips.net/video/mwmfJ7t8QzI/видео.html
@@mikeakohn Yeah, I was misled by "Atari" for a long time, but it seems to be where most of the Intellivision homebrew and collector community hang out. I've not looked at the assembler output of Java Grinder, but I see that Breakout seems to define local variables. Given the memory limitations on the Intellivision does Grinder support stack frames and recursive code? Thanks for the complement, Bad Apple was a long time ago now ;)
Yep... the scratchpad RAM low address (pointed to by r3) has local variables. As functions are called, r3 increments by the size of the local variables. The scratchpad highest addresses have the static variables. When functions are called the r3 local pointer is pushed to the r6 stack (along with the return address). Hopefully I did it right, I wasn't 100% sure what memory was valid to use (with Exec around) and there wasn't too much documentation.
@@mikeakohn Cool! It is possible to keep the EXEC pretty much out of the way and use all the available memory. Using the JLP extensions you get an additional 8K of 16-bit RAM from $8000-$9fff. This can simplify things significantly, as the built-in 16-bit System RAM can be dedicated to a deep call stack and the 8-bit scratchpad RAM can be ignored. The dominant language for Intellivision development at the moment is IntyBASIC. This is a scripting language with a BASIC like syntax. It only supports lightweight subroutines and doesn't have local variables. I've hacked a version that adds file and function scoping to variable names, so although you can have multiple short names, they're still effectively static variables in a C sense, and recursion cannot be supported. Always interesting in possible new tools :)
Por fin un proyecto nuevo :B. No podes seguri con el proyecto de java para la ps2 xD ?
I did PS2 Java a couple years ago.. not sure I see a reason to work on that one again :).
@@mikeakohn Poder jugar a los juegos de java en la ps2. Podria ser esa la razon :3 ?
@@mikeakohn Pero la verdad es que seria muy interesante programar en una ps2 xD
I posted a bunch of information on programming PS2 on my website: www.mikekohn.net/software/playstation2.php If you need help getting started send me an email and I'll see if I can help. :)
@@mikeakohn Si tuviera tiempo lo hubiera estudiado pero soy tecnico de electronica si estudio otra cosa mas mi cabeza va explotar xD. Pero en el futuro creo que lo estudiare. La comunidad ps2 no esta muerta para tu informacion. Hace poco un fans de maincraf estan haciendo un juego para la ps2. Si te interesa ayudar. ruclips.net/video/mwmfJ7t8QzI/видео.html
Very cool. Have you considered publicizing this work on the Intellivision programming forum of AtariAge?
Hmm.. didn't know that forum existed. Btw, I was watching the Bad Apple demo you uploaded.. wow that was cool!
@@mikeakohn Yeah, I was misled by "Atari" for a long time, but it seems to be where most of the Intellivision homebrew and collector community hang out. I've not looked at the assembler output of Java Grinder, but I see that Breakout seems to define local variables. Given the memory limitations on the Intellivision does Grinder support stack frames and recursive code? Thanks for the complement, Bad Apple was a long time ago now ;)
Yep... the scratchpad RAM low address (pointed to by r3) has local variables. As functions are called, r3 increments by the size of the local variables. The scratchpad highest addresses have the static variables. When functions are called the r3 local pointer is pushed to the r6 stack (along with the return address). Hopefully I did it right, I wasn't 100% sure what memory was valid to use (with Exec around) and there wasn't too much documentation.
@@mikeakohn Cool! It is possible to keep the EXEC pretty much out of the way and use all the available memory. Using the JLP extensions you get an additional 8K of 16-bit RAM from $8000-$9fff. This can simplify things significantly, as the built-in 16-bit System RAM can be dedicated to a deep call stack and the 8-bit scratchpad RAM can be ignored. The dominant language for Intellivision development at the moment is IntyBASIC. This is a scripting language with a BASIC like syntax. It only supports lightweight subroutines and doesn't have local variables. I've hacked a version that adds file and function scoping to variable names, so although you can have multiple short names, they're still effectively static variables in a C sense, and recursion cannot be supported. Always interesting in possible new tools :)
hey your chicken bone cybrog vid got some attention from reddit