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Games Entertainment

Atari 2600 Game Development 317

gjb6676 writes "An article over at ExtremeTech is covering recent game development projects on the Atari 2600. The amount of cartridge space they have to work with is a sobering thought: 'A two-word file in Word 2002, for example, requires 20 Kbytes. "That's 20 Kbytes, five times the amount of (ROM) space developers had to work with in the 2600.'"
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Atari 2600 Game Development

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  • Bank switching? (Score:2, Interesting)

    by Anonymous Coward on Tuesday February 04, 2003 @02:18PM (#5224408)
    I know that some games were larger than the 256 bytes that were standard, by use of 'bank switching', so telling the readers that it is all they have to work with is misleading.
  • by guido1 ( 108876 ) on Tuesday February 04, 2003 @02:21PM (#5224441)
    From the article:
    According to Chris Larkin, developer of the Atari 2600 card game Kablamo!, each developer typically came up with a proprietary method of bank switching to increase the ROM size to an average of 32 Kbytes of code.

    My 2600 died... All I've got left are the pong paddles (wheel things...) and some cartriges. :(
  • by phavens ( 573333 ) <slashdot@@@thehavens...net> on Tuesday February 04, 2003 @02:24PM (#5224470) Homepage Journal
    These people won't be Microsoft programers who don't know how to write tight code...
    Seriously todays programmers aren't taught tight code... and giving yourself limitations like these you would have to. When write in the "popular" languages of today the overhead alone would kill the likelyhood of a programmer just "throwing something together".
    Here is where Assembly is King [grc.com].
  • The Good Old Days (Score:5, Interesting)

    by FormerComposer ( 318416 ) on Tuesday February 04, 2003 @02:33PM (#5224562)
    Working on the Tandy Color Computer was similar. I programmed Super BustOut for the initial release of the machine. 4K Rom, 1K Ram (1/2 of which was the screen.) You had to squeeze every byte out of the 6809's instruction set (one of the greatest processor designs ever!) But we ended up with a great game ... like Breakout but with
    * 2D paddle motion
    * horizontal or vertical brick orientation
    * gravity in some modes
    * "English" on the paddle/ball interactions
    * single or dual player in competitive or cooperative simultaneous play
    * sound effects (CPU generated)
    * etc. etc.

    Just before release, with 9 free bytes left, a bug was found. The initial fix would break the ROM barrier by 13 bytes. Yet another pass through the code doing the 4th or 5th optimization -- finally got it in and ended up with 11 free bytes.

    Amazing what is possible in ASM but, boy, it was many 20 hour days!

    So I understand those 'smallest executable' contests, but how much functionality does the executable really have? Or how much of the Word document is really information?

  • by Billy the Mountain ( 225541 ) on Tuesday February 04, 2003 @02:38PM (#5224602) Journal
    It seems to me that the Programming for the Atari 2600 is like working a Chinese Puzzle. Previously, I've wondered why not write new titles for MAME? It's available on multiple platforms and probably not so hard to develop on since it's emulating newer architecture.

    BTM
  • what id like to see (Score:2, Interesting)

    by kaens ( 639772 ) on Tuesday February 04, 2003 @02:41PM (#5224628)
    is not really so much atari coding, but how about some reakes of old atari classics like texas chainsaw massacre? (yes it was a real game, and it was banned in the US for violence)
    but seriously the atari had some good shit on it that would be fun to remake
  • The Golden Age (Score:2, Interesting)

    by Madcapjack ( 635982 ) on Tuesday February 04, 2003 @02:41PM (#5224633)
    Although the limit must have frustrated programmers, I think it forced programmers to come up with innovative games. No wonder many people consider the Atari age to be the Golden Age of video-games.
  • Stella programming (Score:4, Interesting)

    by Darth Maul ( 19860 ) on Tuesday February 04, 2003 @02:42PM (#5224643)
    What's even more scary than the 4K ROM limit is the 128 bytes of RAM. Yes, 128 bytes. 6502 assembly is easy, and the Stella chip architecture was an amazing acheivement. Read the Stella Programmer's Guide (available here [alienbill.com]) to be truly amazed at what it took those guys to develop games.

    In my game I'm just at the point where I have a playfield, a moveable player, and one missile I can shoot. And that took a lot of effort. You know you're doing hardcore software development when you have to count cycles to make sure you're not computing when the electron beam is actually being drawn. You have 2700 or so cycles to work with "above" the television image per screen for computation, and only about 48 for each scan line before you start messing up your game image because you're still doing computation. It's interesting because you're tied to the physical progression of the electron beam across the TV.
  • by FyRE666 ( 263011 ) on Tuesday February 04, 2003 @02:51PM (#5224709) Homepage
    Amen to that! I used to code x86 for demos and BBS intros, games etc and I was amused at the time to see simple C programs weighing in at 30-40 times the size to accomplish the same tasks ;-)

    This is why I actually enjoy programming for mobile phones at the moment - some of them (eg the Nokia 7210) really force you to consider how best to utilise the available memory and CPU resources. Just try to allocate a back buffer and a couple of 128x128 images and you're looking at a crash. Memory fragmentation also comes in, as do memory block limits (some phones limit ANY object to 16K max due to the way allocation works). Swapping out stuff you don't absolutely need, and juggling data is required for anything beyond the simplest games. (Although some phones, such as the Nokia 7650 really spoil you with loads of RAM, I usually attempt to get things working on the worst case target before porting and adding the bells+whistles).

    It's fun though!!
  • Re:I think.. (Score:2, Interesting)

    by Anonymous Coward on Tuesday February 04, 2003 @02:59PM (#5224792)
    > I think that says more about Word 2002 than it
    > does about the 2600...

    I think that this probably says more about
    current software development than anything
    else. These days memory is cheap and I fear
    that too often not much effort is put into
    making programs efficient. While it isn't
    practical to squeeze every bit of space and
    time out of a program, there should be some
    effort. These days many progams really are
    in fact inefficient hogs (for whatever reason...
    lazy programmer, bloated system libraries, ???)
  • by jvmatthe ( 116058 ) on Tuesday February 04, 2003 @03:00PM (#5224803) Homepage
    The Atari 2600 homebrew scene just did lose out on a really great opportunity. Activision Anthology, which emulates a ton of Activision titles for the old 2600 on a PS2, was to have an online component which would allow owners of the PS2 disc to download homebrew games for playing on the emulator. That would have absolutely rocked, and I think it would have really given the guys writing these games the kind of credit they deserve.

    You can read about that and other interesting bits about Act. Anth. in an interview [linuxgames.com] with the Anthology producer Ken Love.
  • by jocknerd ( 29758 ) on Tuesday February 04, 2003 @03:01PM (#5224815)
    I wore out so many joysticks playing this console. The Activision games were the best!
  • by Junks Jerzey ( 54586 ) on Tuesday February 04, 2003 @03:15PM (#5224983)
    The first inklings of hobbyists developing for the Atari 2600 were back in 1992-1993 via a mailing list. Then the first homebrew games showed up a few years later, such as Edtris, Lights Out, and Oystron. Emulators really helped the scene to take off.

    Arguably, if you're wanting to experiment with tiny games, then you'd be much better off using Python and Pygame. You could write an Atari 2600-style game in a week of off hours that way, compared with the months of cycle tweaking it takes to get even a simple Atari 2600 game up and running. While it's a noble technical challenge, it isn't a good way to fool around with minimalist game design.
  • by Anonymous Coward on Tuesday February 04, 2003 @03:16PM (#5224994)
    Been there, done that [geocities.com].
  • Ah, memories (Score:5, Interesting)

    by mr_death ( 106532 ) on Tuesday February 04, 2003 @03:34PM (#5225216)
    I was the co-developer on the Atari 2600 versions of Jungle Hunt and Pole Position.

    Yes, there were two players (8 pixel sprites) and two missiles (1, 2, 4, or 8 pixels wide, if memory serves.) And the "easy" way to set up a display line was to write the bitmap and position of the players and missiles during vblank.

    However, there was an underhanded way of getting more than two players on a line, if they were separated by enough space (~12 pixels, if memory serves.) While the line is drawn, you keep track of where the "currently drawn pixel" is. When that location is just past the end of a player, you reposition the player to ~12 pixels ahead of the current position, and rewrite the bitmap. We (General Computer Company, a captive developer for Atari) could get up to 6 players on a line, if they were separated by enough distance.

    Yes, I am dating myself ... but oh, what memories.
  • Word Document Sizes (Score:4, Interesting)

    by Shaheen ( 313 ) on Tuesday February 04, 2003 @03:52PM (#5225395) Homepage
    I hate people that talk about Word document bloat as if they know exactly what's going on when Word saves a document. "Look! A one word document takes 20KB! Word is crap!"

    What people don't realize is that there's quite a bit of formatting information in there. Remember stuff like page size, margins, fonts used (sometimes fonts are compiled directly into the document - depending on your settings - so that when you send it to someone, they don't need those fonts to view it correctly). That's just global formatting. What about stuff like paragraph formatting? Font styles/sizes?

    All of it can't come for 0 bytes, and maybe all of the above doesn't account for all 20KB, but I probably haven't touched on half the stuff that's there that people take for granted with a modern word processor.

  • by BigJimSlade ( 139096 ) on Tuesday February 04, 2003 @04:17PM (#5225652) Homepage
    Ask and ye shall recieve:

    Arcade Development Central [emuvibes.com]

    It's a little out of date, but it looks like the links still work. A guy named Charles Doty programmed most of the demos. Most replace an existing game in Mame (or Raine, Callus, etc) rather than adding a new driver for it. Tools for compiling are there too. There was a Yahoo Groups page for arcade development (link on the site, check it out) but the last post was in August.

    There is also a Pong clone for the NeoGeo that is not directly supported in Mame, but works with a hacked in driver. The developer had box art for it and everything. Unfortunately, I lost the link to the developer's web site.

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