
I don't understand why that happened, or why it doesn't start off fine every time, since to me it seems like it should always start in Bank 0. I confirmed that this bug was the only way that it started correctly by changing the break vector in bank 0. So it bankswitched right there, and there was a break instruction at the starting point in the other bank that caused reinitialization.
#ATARI ROADRUNNER LASERDISC GAME EMULATOR FULL#
It just so happened that the garbage in memory was $F6, $FF, and y contained 2. well maybe not full cuz i know there was more parts not shown on video but it was just too damn long :( oh well anyway i finally got around uploading this vi. In the 6 digit score/copyright display, there is an lda ($EX), y (don't remember the exact RAM location) instruction that caused a bankswitch. The games can be played through the 'Fusion' emulator on the PC. Sega Master System Roms Collection includes 466 Classic Games and tools to play.

The RAM was somehow uninitialized from the start. Sega Master System Roms - Release Date: 1986. The reason it started correctly appeared to be a bug/pure coincidence. I didn't see exactly what happened for the first few scan lines, but I saw it correct itself.
#ATARI ROADRUNNER LASERDISC GAME EMULATOR CODE#
I saw it start correctly by stepping through the code line by line. If it starts in Bank 1, the reset vector points to code that switches to Bank 0, and then jumps to $D000. If it starts in Bank 0, the reset vector points to $D000, which is where it should start. I don't think the issue is starting in the wrong bank. So in ~50% it does not initialize the cart at startup. If you enable this, the prototype fails pretty consistenly.ĮDIT: After checking the ROM in Stella's debugger, it seems that the game also doesn't make sure to bankswitch to the start bank. Stella has just recently started to emulate this more correctly by randomizing RAM and CPU registers. A graphically enhanced version of this game (Apparently running on 'Beat Head' hardware) was planned, where each stage would have a Road Runner cartoon scene as an intermission, spooled from a laserdisc. Probably the prototype code is not initializing the TIA and RAM 100% correctly. An Atari System 1 cabinet could be converted into a different game (but only with other Atari System 1 games) in a day. Can someone tell me what the differences are?


Does anyone know why this might be? I was thinking that something wasn't being reset in the original proto so gameplay elements were missing.Īlso there appear to be 4 game variations but they all appear to be the same. This didn't happen on the real proto or with the emulator I was using back then (you can see it in the screenshots). The only thing I can think of is that the proto appears jumbled when you first turn it on (displaying the 6 scoring digits and infinite lives) but goes back to normal when you push the fire button or hit the reset button. In my original review I noted that the score always consisted of 6 digits, the player had infinite lives, and there were no mines or steel shot, but they all appear to be functional now. Much to my surprise the proto played a lot better than I remember. This was the first time I played it using a Harmony cart or the Stella emulator. Log any ideas or problems your having with ukvac.I recently decided to play around with the 2600 Roadrunner prototype I had dumped ages ago.
