Date post: | 11-Apr-2017 |
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Software |
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The Video Game R-Evolution
Julio Seaman
The first videogame?1947
Cathode Ray Amusement Device
1961 - Spacewars!
1972 - Magnavox Odyssey
1972 - Magnavox Odyssey
1972 - Pong
1972 - Pong
1975 - Sears Pong
1977 - Atari 2600
Atari 2600
• CPU: 6507, 8 bit, 1.19 mhz• RAM: 128 bytes• ROM: 4K• Resolution: 160x192• Colors: 128 max, 2 x scanline
(playfield), 1 x player
Atari 2600
• Arquitecture• 6507• RIOT• Stella/TIA• Cartridge
Atari 2600: Universal Pong Machine
• Playfield• 2 Players• 2 Missiles• 1 ball
Atari 2600: ASM 6502• Read/Write• Register Transfer• Stack Operations• Logical Operations• Arithmetic Operations• Inc/Dec• Bit shifting• Jump!• Branching
Atari 2600 - General
Go to "Random Terrain" to see original article
Atari 2600: Playfield• PF0,PF1,PF2
• COLUPF, COLUBK
• CTRPLF
• D0: Reflect
• D1: Score
• D2: Priority
• D4-5: Ball size (1,2,4,8)
Atari 2600: Playfield
Atari 2600: Playfield“Racing the Beam”
Original Article at "Random Terrain"
Atari 2600: Playfield
How MK would have looked in an Atari 2600
Atari 2600: Playfield
Atari 2600: Playfield
Atari 2600: Playfield
Atari 2600: Players & Missiles
• “Mejor resolución” (1 clock x bit)
• Definición: GRP1, GRP2
• 1 color (COLUP0, COLUP1)
• player.setPosition(x,y); // yeah, right!
• y = scanline #
• x = ?
• RESP1,RESP2,RESMP1,RESMP2
• HMP0,HMP1,HMM1,HMM2; HMOVE
Atari 2600: Players & Missiles Variations• NUSIZ0, NUSIZ1
• Bits 0-2:
• 0 One copy (X.........)
• 1 Two copies - close (X.X.......)
• 2 Two copies - medium (X...X.....)
• 3 Three copies - close (X.X.X.....)
• 4 Two copies - wide (X.......X.)
• 5 Double sized player (XX........)
• 6 Three copies - medium (X...X...X.)
• 7 Quad sized player (XXXX......)
• Bits 4-5: Missile size (0..3 = 1,2,4,8 “pixels” width)
Atari 2600: Glitches
Atari 2600: Variations
Atari 2600: Adventure
Atari 2600: Adventure
Atari 2600: Video Chess
Atari 2600: Video Chess“Venetian Blinds”
Atari 2600: Activision
"You are no more important to that game than the guy on the assembly line who puts it together." - Ray Kassar, Atari CEO
Atari 2600: Activision
Game Crash of 1983
Atari 2600: Game Over!
1983 - NES
NES• CPU: RICOH (basado en 6502), 8
bit, 1.79 mhz• RAM: 2kb, Video RAM: 2kb• ROM: “Kirby’s Adventure” (732kb)• Resolución: 256x224• Colores: 4 paletas de 16 colores, 4
por tile, 25 max
NES
• Arquitectura• 6502• PPU• Cartridge
Atari 2600 vs NES
NES: The Tile Machine
• PPU• Pattern Tables• Name Tables• Sprites
NES: Pattern Tables• 8 kb• 8x8 o 8x16 (bit 5 de PPUCTRL)• 4 colores, 2 bits• Secciones (bit 4 de PPUCTRL)• Background• Sprite
NES: Name Tables
• 32x30 tiles (de 8x8, 256x240 pixels)
• attributes table to indicate palette• addressing for 4 tables (2000h,
2400h, 2800h, 2c00h)• 2kb RAM, oops!
NES: Name TablesMirroring
NES: Name TablesScrolling
• 2 writes into PPUSCROLL• x• y
• Bits 1 y 0 of PPUCTRL
NES: Pattern TablesScrolling
NES: Sprites• 64 at the same time
• 8 per scanline
• write into SPR-RAM
• Y
• Tile #
• Attributes
• Bits 0-1: Color
• Bit 5: Priority
• Bit 6: Horizontal flip
• Bit 7: Vertical flip
• X
PC
PC: CGA• 2 modes (ah, al, int 13h)• text• 16 colors (+ blinking)• 80x25• b800h : text/attributes matrix
• graphic• 4 colors. 4 palettes?• 320x200• a000: pixel matrix
PC: CGA
PC: CGA
PC: CGA
PC: CGA
PC: CGA
PC: CGA
CGA: Composite Output
CGA: Composite Hack
PC: CGA
CGA -> VGA
CGA -> VGA
CGA -> VGA
3D: 80’s
Castle Wolfenstein
3D: Ray Casting
Wolfenstein 3D
Trees
BSP Trees
Doom
Current limitations?
Thanks for coming!