(1 / 1)
Date: February 19, 1988 18:49
From: KIM::ALBAUGH
To: @SYS$MAIL:ENGINEER
Since I've been raving about how those $%#&* hardware guys keep screwing up the coin switches, I guess it's my turn to eat crow. The reported problem with mech-multipliers on Blasteroids is in fact my fault. Those poor coins went through two processors and at least 4 subroutines before I twisted them at the last possible moment. Anyway, all this is really pretty straightforward on the standalone audio board. The rightmost switch gets hooked to the rightmost bit (D0). The rest follow in order (up the byte right to left). These single bits get translated into two-bit (what else, at least in the U.S.) fields that get sent to the game board, but again, rightmost is rightmost. Should we bring up 6502 based boards that connect their coins to the MSB's MSBs of the inputs? In case you wondered, the rightmost switch connects to D7 (actually the rule is that rightmost goes to the bit that falls out first when you shift). Anyway, it's supposed to be the 6502 coin routine's problem to get things straight before sending them on to the game, and the S.A. board does it right. On a separate-mech game (e.g. Xybots), everything stays consistent again, the rightmost mech is for the rightmost player. But players are number left to right (0..3), whereas bits are numbered right to left (fun, huh). This is still not too confusing, until I re-converted the Gauntlet-style coin routine, as hacked for S.A. Audio, back to System I style. The software is clearly wrong, and can be fixed in one of two ways. I can change which mech I consider "right", leaving right the more valuable mech. Or I can change the wording of the coin options, acknowledging that the Left mech gets the higher value. I vote for option one, but will listen other arguments. Can get some mercy by pointing out that if I didn't have to keep changing this stuff I wouldn't keep breaking it? Didn't think so! Mike
Feb 19, 1988