I tried everything I could think of to make the tanks stop jumping around, finally I figured that if you hardwire the stop code to the counter you can make it stop:
These values were found by experimentation:
Horizontal load: I think it should be 0x78 but seems to hold steady if I load it with 0x7c. (0x400 - 0x78 = 904) (0x400 - 0x7c = 900)
Took a look at some of the other atari ttl games and it's super cool that a lot of them have detailed manuals. It's useful to read other manuals for the mechanics of each of these games have significant similarities.
I got interested in Atari Anti aircraft and it looks very doable. It seems a bit simpler than other games, so I'll see if I can make it work with netlist.
Engineering started on the concept as well as several other games, including a new military game called Jet Fighter by Lyle Rains. Unfortunately during the process, several of the engineers became disillusioned with Atari and the management and thought they could do a better job. Taking plans and parts from Atari, they started up their own company - Fun Games, Inc.
With the plans and parts stolen, Fun Games released an exact copy of Bristow's Tank by the end of the year, even calling it Tankers. But it was the game announced that year and another released next year that proved their downfall. Released at the same time as Tankers, Take 7 was a compendium of six of Atari's previous PONG efforts and included one extra game called "Bust Out", where a player used a paddle and ball to break through a multi-segmented wall. Bust Out was in fact Breakout. In 1976 they released Race!, a copy of Gran Trak 10, and Biplane, a copy of Lyle's just released Jet Fighter that replaced the jets with biplanes. Atari had enough and sued Fun Games over the Jet Fighter rip off, with Steve Bristow and others testifying. Easily winning the suit, 1976 was the last year a game with the Fun Games banner was released. The damage was done however, and development on Breakout had been stalled during the process.
Got the Antiairc score working and the launchers showing. Don't know why there's 3 vertical copies though.
Finally figured out what "Display Monitor Sliders" does in the Machine Configuration for fixed frequency monitors: It will ignore the sliders when this is set to off.
The score display circuit in stunt cycle and antiairc are very similar, however, stunt cycle uses the YQ output and antiairc uses the Y output. That took me a while to realize what was wrong.
sharkf = io.open("/mnt/z/mame/roms/sharkjaws/004182.da1","r") s = sharkf:read("*a") print(#s)
sharkf2 = io.open("/mnt/z/mame/roms/sharkjaws/004183.db1","r") s2 = sharkf2:read("*a") print(#s2)
function prtbytewide(adr,a,wide) if adr then io.write(string.format("%x",adr)..":") end for i=7,0,-1 do for dup = 1,wide do if (a & (2^i)) ~= 0 then io.write(i) else io.write(" ") end end end end
for image = 0,1 do for line=0,15 do for h = 0,3 do adr = h<<5 | line<<1 | image << 7 prtbytewide(nil, s:byte(adr+1) << 4| s:byte(adr+1+1) << 0, 4) end print() end end -- shark
for image = 0,1 do for line=0,15 do for h = 0,3 do adr = h<<5 | line<<1 | image << 7 prtbytewide(nil, s2:byte(adr+1) << 4 | s2:byte(adr+1+1)<<0,2 ) end print() end end -- diver