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Rush Hour ?-??-83
This is the third and most stable of the three known prototypes
for Rush Hour. It is believed that this is the last version
that the programmer worked on before his accident. This is
the version that was used as the basis for the CGE reproduction
release.
What makes these prototypes interesting is that there is some
odd debugging code active that at first glance looks like random
garbage on the screen. The reason for this is that the
programmer was trying to figure out how long specific blocks of
code were taking so he could adjust them because if the code takes
too long or too little time it can cause the display kernel to
lose sync which makes the picture roll or flicker.
The way this debugging code works is that the code displays
whatever value is in register PF2 (playfield register 2) and
outputs it on the screen as graphics. Normally this value is
just a loop timer value that counts down to zero and will display
whatever number it is currently on as a graphic pattern on the
screen based on which bits are set for the given number in binary
(eg. a 4 will display a x-- pattern, 3 will display an -xx, 2 will
display -x- , and 1 will display a --x pattern). These
patterns are the 'graphical garbage that is displayed over the
screen. This timer normally runs every 64 cycles, however if
the timer underflows then the loop countdown happens every cycle
which creates a different looking pattern. This is when the
game begins to lose sync and roll.
The programmer was attempting to fix these issues by
setting initial timer values which controlled how long a block
of code is allowed to run. By tweaking these values the
programmer was able to get the display to be more and more
stable. In this prototype the display is very unstable
which makes it difficult to play. It's also worth noting
that Rush Hour uses a great many timer values for its code
whereas most games only use two.
Differences
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The initial timer values are different |
There is debugging code active |
Those graphics below the radar mean there is an
underflow in the loop
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The graphics are gone so the loop is ok for now
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Here the game has started to lose sync
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Note the other graphic garbage on the screen from
the debug loops
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