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[code]Like any other game console, Atari 2600 cartridges contained executable code also commingled with data. This lists the code as columns of assembly language. Most of it is math or conditional statements (if x is true, go to y), so each time there's "go to" a curve is drawn from that point to its destination.[/code] game code art? |
Distellamap: what old games look like
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Dr.Haggard 4,640 posts
Seen 56 minutes ago
Registered 18 years agoGood idea, doesn't really work though does it? -
Wow! Q*Bert's a real hack job!
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jellyhead 24,355 posts
Seen 2 weeks ago
Registered 18 years agoPurty, very purty, good find. -
Blerk, I'm betting money you're thinking of doing something similar with one of the old under 16K speccy games... 
Edited by valli at 16:28:06 08-12-2005 -
I quite like it - reminds me of pissing around with assembly on the '64! \o/ -
It wouldn't be too different, actually - only round about 9.5k of usable memory on a 16k Speccy, less than that if you're wanting to leave the BASIC area intact. Hmm...
No! I'm too busy!
/slaps own hands -
bef 1,766 posts
Seen 2 hours ago
Registered 18 years agoThis is beautiful. Now, if only they would have a version of Street Fighter II Turbo -
wizbob 936 posts
Seen 13 hours ago
Registered 17 years agoQ*Bert looks really cunningly constructed. These visualisations don't have any way of representing recursion, do they? The stack would be pretty small on a 2600 . -
Is that like the Matrix?
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