Fireworks

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MICHAEL GARDI

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Mar 28, 2026, 1:45:49 PM (13 days ago) Mar 28
to [PiDP-1]
Upon a sixth successful landing on the last unique target, after the normal score and fuel animations, the player will see the following screen counting up the score with 1,000 additional points.8193251771195705417.jpg
That's OK I guess but it feels a little underwhelming for such a monumental achievement right? After a little thought I realized that this was a fireworks moment.  So I began playing around with a fireworks effect. Here is what I came up with.


Still a work in progress but at this point I decided to try and incorporate the code into Lunar Lander.

Much to my disappointment the additional code will not fit into the 4K memory limit of the PDP-1 without using the paged memory system (which I do not want to do for this project).  

Sigh. I might at some point continue to work on fireworks as a stand alone demo. Lots of room for improvement.

MICHAEL GARDI

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Mar 28, 2026, 1:50:12 PM (13 days ago) Mar 28
to [PiDP-1]
Forgot to mention that macro1_1 does not seem to report that the code has crossed the 4K boundary. I was scratching my head for a bit there. Bill I'm assuming that your assembler does right?


Mike

Bill E

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Mar 28, 2026, 2:35:42 PM (13 days ago) Mar 28
to [PiDP-1]
You are correct, m1 doesn't check a lot of things.
Funny you should mention that though, I was just thinking about the correct thing to do, warn, fail, wrap to 0? I don't like wrap to 0, you can easily overwrite things like interrupt vectors.
I'm actually thinking about adding a more general error check, run past 4k or overwrite code you already have placed, got bit by that once, a flexo string was longer than I considered and overwrote a bit of code.
Suggestions?
Bill
PS - right now it intentionally does what m1 does, wrap around to 0, but that's going to change one way or another.
Also, love the fireworks! And all without GL, SDL, or any of those other way too complex modern solutions.
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