From: shepperd@netcom.COM (David Shepperd) Newsgroups: rec.games.video.arcade Subject: Re: Do I have an Asteroids clone? Date: 8 Feb 92 22:09:51 GMT From article <7517@bnr-rsc.UUCP>, by smiller@bnr.ca (Scott Miller): > P.S: I had asked about source code. Is there any way to buy/beg/borrow/steal > this, or do I get to dissassemble 8K of hand-coded 6502? Since this is > ancient stuff, it couldn't be of anymore commercial value, or could it? The bad news is: as a policy, we don't hand out source code to anyone without a license agreement of some kind. I believe this policy holds even for something as trivial as a link map (although there should be a memory map in the manual). The good news is: it's not quite 8k of 6502 code. I think Asteroids had a self test/coin routine that was about 1k, and the program itself was about 3k. The rest of the data in the EPROM was graphics for the VG. The VG was a 16 bit processor and I seem to recall some vector commands (strokes) required 2 words. There were lots of strokes in the alpha-numerics. The VG and the 6502 shared portions of their address spaces (I think the VG could only address 4k words). The 6502 had to build the VG commands in the shared memory then tell the VG to go. I believe we used a double buffering scheme where we'd build the next frame in 1/2 of the ram while the other half was being displayed. The VG would always start at it's 0 location and we'd stick a JMP there to make it go to the appropriate 1/2 of memory. As was mentioned in a previous posting, screwing up the VG program would tend to burn out the monitor. -- Dave Shepperd. netcom!agc or shepperd@dms.uucp Atari Games Corporation, 675 Sycamore Drive, Milpitas CA 95035. Nobody knows what I'm saying. I don't even know what I'm saying.