Distellamap: what old games look like

  • Deleted user 8 December 2005 16:22:34
    [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?
  • Dr.Haggard 8 Dec 2005 16:26:32 4,640 posts
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    Good idea, doesn't really work though does it?
  • Blerk Moderator 8 Dec 2005 16:27:02 48,222 posts
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    Wow! Q*Bert's a real hack job! :-)
  • jellyhead 8 Dec 2005 16:27:11 24,355 posts
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    Purty, very purty, good find.
  • Deleted user 8 December 2005 16:27:48
    Blerk, I'm betting money you're thinking of doing something similar with one of the old under 16K speccy games... :D

    Edited by valli at 16:28:06 08-12-2005
  • Retroid Moderator 8 Dec 2005 16:34:38 45,464 posts
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    I quite like it - reminds me of pissing around with assembly on the '64! \o/
  • Blerk Moderator 8 Dec 2005 16:35:00 48,222 posts
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    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 8 Dec 2005 17:01:24 1,766 posts
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    This is beautiful. Now, if only they would have a version of Street Fighter II Turbo
  • wizbob 8 Dec 2005 18:52:57 936 posts
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    Q*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 .
  • Furbs 14 Jun 2007 22:45:51 45,740 posts
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    Is that like the Matrix?
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