How the ATARI 2600 and COMBAT Handle Collision Detection | 8Blit
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- Опубликовано: 5 фев 2025
- In this episode we talk about collision detection, how it works, and the 15 registers we can use. We also explore how the game Combat handles collisions and bouncing missiles, and have a look at some example code to create a ball that bounces around the playfield. As always, sample code for the episode is available in our github. Learn to program games for the Atari 2600!
Check out our holiday ATARI Yule Log video • 80's Retro 8Blit Chris...
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#atari2600 #atarihomebrew #programming #retrogaming #atari #retroprogramming #ataricombat #collisions #collisiondetection
The examples are written in Assembly Language, for the dasm compiler. All examples have been tested using the Stella Emulator.
Atari COMBAT full source code with comments
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Love the intro part on the CRT television
Hi Josh, thanks for the kind words!
Awesome as always! This is the best series on the 2600!
Thanks for the kind words! I enjoy going through your videos as well! There were a few times I was trying to remember a game I had for our Atari 1040st and your helped me remember what they were called, and on the way I saw clips of games that I had completely forgot about. I believe Oids was one of those games!
@@8Blit Oh yeah, I'm loving going through all the old ST games an discovering ones I never knew about. There are a lot of hidden gems!
I like all the graphics you used in your video. The product value of your videos seem to be getting better. Not that they were bad before just that they are better now.
Thanks Chris, I appreciate the kind works! Lot's more to come!
The more videos like this i see, i have a greater appreciation of the 2600 games we did get, good or bad. Programming the 2600 is truly a labor of love. I watched a video of Dark Cavens for the 2600 and was amazed that with multiple objects on the same scan line there was no flicker - the main player, two robots, and a blob. Any way you know how that was achieved?
I have that in my list of topics to cover in this season but will probably be a few months though to be honest.
@@8Blit Wow that is great. Totally patient here, look forward to it. Thanks.
Excellent as usual, thanks. Couldn't help but notice that you have a copy of 'Racing the Beam'. Great book.
It is a really great book! When I have a bit more time I may make a few small episodes to do reviews of Atari 2600 related books.
I got a sealed copy of Moon Patrol in my room. 👍
I remember playing that at my friends house two doors down from me!
Awesome! I just ordered a sd cartridge. Great info!
Which cart did you go with?
@@8Blit Harmony Encore
@@MichaelBLive Awesome, it's really nice. That's what I used and is visible in the Yule Log video..
“It wouldn’t be much fun if you went for a walk and fell through the Earth…”
E.T: …..
lol, perfect!
Now I understand more about the greatest 2 player game ever!
I think I've played Combat the most. Anyone can pick it up and play it right way!
Great deep dive. Always wondered how that worked.
Awesome as usual. I just started playing with Fast Basic on the Atari 8-bit and was literally practicing Player/Missile Graphics and Display List Interrupts until 2am last night. (No collisions though... it was a Christmas tree with animated PMG snow. ;) )
Hi Bill, thanks for the support! I haven't tried out Fast Basic, but now I'm looking into it. Awesome project with the Christmas tree and snow. I think next year I'll add some floating embers to the fire in our Yule Log video.
At about 8:30, the terminology of CXPPMM seems inconsistent with the others, using one and two, instead of zero and one, for the players' and missiles' numbers. Is it like that in the official documentation?
Hi Meshamu, very good question! The most official documentation I found for this is titled 'TIA 1A' and stamped 'confidential'. In a section titled 'Rad Address Summary there's a hand drawn chart of the collision addresses with a side note saying 'REV NOV 2 1976' It lists that address for that to be CMPPMM. This is also the naming convention used in the vcs.h header included with the dasm compiler. However, if you are making a game yourself and don't plan on distributing the source, you can change it in the header file to whatever may make it easier for you to remember as your coding.
You sure know your beans. Have you written any games?
Thanks! I haven't released any games. They always remained concepts, but I have two in the queue at the moment. The channel is keeping me grounded allowing me to stay focused!
This is an interesting topic but the way it's presented is a bit boring. I think you can do better than this. Also, keep in mind that a non-invasive background music would make it more bearable, especially the technical part. Looking forward to more interesting videos.
Peace.
By the way, are you Canadian?
Hi Magnum, thanks for the input. I usually add a bit of background music but forgot it during assembly. I may try adding it within RUclips studio. Yes, I am Canadian.
@@8Blit Nice. Keep it up!
Hi 8Blit, Do you have an email? I´d like to send you some Atari 2600 stuff (including games) I´ve been making and/or developing on for a long time (which you might find interesting) from an artist´s point of view!
Hi, yes! You can email me at 8blit0@gmail.com
After 5 minutes of boring talking, I stopped watching this video. Get to the point man. Jeesh.
Hi, Thanks for taking the time to leave a comment on this episode. I really appreciate the input and support of all my viewers!
What a stupid comment. It wasn't just boring talk, he did use illustrations and this is important information to understand why things are the way they are for later in the video. Do you think mixed hardware/software collision detection is a concept that can be explained in 30 seconds? Jeesh.
@@nullvalu
Well aren't you a good little puppet. This was just another clickbait title. They take a 3 minute explanation, and put 7 minutes of bla bla bla talking at the front for maximum ad revenue. Wake up you sheep. I expected a RUclips video about assembly language, and got 5 minutes of nothing before I downvoted the video and moved on. Placed squarely in the "Do not recommend channel" category where it belongs.
@@expelledfromthematrix3220 LMAO that's right I'm even on 8Blit's payroll. RUclips pays me too, to defend their profits from those enlightened individuals like yourself. We can fool most people but damn you caught us with our hands in the cookie jar. Don't worry, we'll learn from this and next time we'll make even more money! bwuahahahaa
@@expelledfromthematrix3220 No worries, obviously the topic and presentation of this channel is not for you, and you're free to leave comments and downvote what you don't like. Our videos are to present the history, hardware, and development challenges of a 40+ year old game system, not to provide a solution. Each video takes about 40h to document, write,film,edit, and prepare detailed example code for the community. I do this for an extremely niche audience, without any hope for ad revenue... in my spare time.