8Blit

Episode source code for the 8-bit Atari 2600 / VCS / Video Computer System, one of the pioneering home gaming consoles.

Stars
38

ATARI VCS/2600 Programming

Become a Patron - https://patreon.com/8blit 8blit Merch - https://8blit.myspreadshop.com Subscribe to 8Blit - https://www.youtube.com/8blit?sub_confirmation=1 Follow on Facebook - https://www.facebook.com/8Blit Follow on Instagram - https://www.instagram.com/8blit Visit the Website - https://www.8blit.com Email - [email protected] s01e02 - Basic example to set the background colour blue s01e03 - Modification of previous code to set the background colour on every scanline based on it's current index s01e04 - Demonstration of the Playfield registers on the TIA. PF0, PF1, PF2 and CTRLPF s01e05 - Demonstrations for drawing boundry boxes for the playfield s01e06 - Drawing Graphics with the Player Graphics registers s01e07 - Four examples to demostrate how to draw a graphics and move it around the screen s01e08 - One example to demostrate how to use a sprite editor with Atari Dev Studio s02e01 - Five examples of basic sprite animation s02e02 - Reading input from the CX-40 Joystick and the console switches s02e03 - How to set and read timers s02e04 - How to build your own multi-scanline kernel for your game s02e05 - collision detection between the ball and playfield. Uses the 'bounce' technique from the game COMBAT! s03e01 - Random Numbers and Linear-Feedback Shift Register s03e02 - How to add sound effects to your game s03e03 - No example code s03e04 - Programming for Different World Regions on the Atari 2600 s04e01 - Asymmetrical playfields, binary coded decimals, scoreboards s04e02 - Reading the CX30 Paddle Controllers and the .byte $2c trick Specials01 - Demonstrates an asymmetrical playfield Specials03 - Christmas Yule Log with animated asymmetrical playfield