Large-scale analysis of code re-use in Atari 2600 games (2022)
dl.acm.org
dl.acm.org
This assumption jumped out at me. The 2600 programmers were pulling every trick in the book to crunch code size down and squeeze every cycle they could out of that 6507. How well those illegal opcodes [0] might have been understood back at this time is another question. They were apparently used in NES games [1] but that console obviously came later.
[0] https://www.masswerk.at/nowgobang/2021/6502-illegal-opcodes
> How well those illegal opcodes [0] might have been understood back at this time is another question.
I'd be willing to bet they were understood very well. Lots of people back at that time spent a lot of effort looking for and characterizing undocumented opcodes for pretty much every processor that was in use. I was one of them!
Is the 6507 identical with the 6502 from an opcode perspective?
It's also possible that there weren't any really useful undocumented opcodes on that particular processor. Most of them weren't, they were just side-effects of how the processor parsed the instructions.
Yes, I believe so. The differences were in the packaging - simplified to lower costs.
"The main differences between 6502 and 6507 is that the 6507 has less address lines so it can only address 8K instead of 64K and it also lacks the IRQ# and NMI# interrupt lines."
https://forums.atariage.com/topic/199454-programming-asm-for...
But I found this bit from the NESDev wiki I linked above very interesting: "Most NMOS 6502 cores interpret them the same way, although there are slight differences with the less stable instructions. CMOS variants of the 6502 handle them completely differently, and later CPUs in the same family (e.g. 65C02, HuC6280, 65C816) were free to implement new instructions in the place of the unused ones."
There's an old aphorism "it is easier to make working code fast than it is to make fast code work"
I've seen bugs in games that turned out to be interesting features (e.g., arithmetic overflow in Robotron caused an enemy to zoom to the opposite side of the screen from the player, pummeling the player from "over there". The designers kept that bug in the game, it made it better).
Another, much less respectable off-label application of a term, but which is surprisingly useful nonetheless, is the generalized way the word "technology" is used in Scientology jargon and its offshoots, where it is not particularly associated with electronic or apparatus or mechanisms in a physical sense but, instead refers to any sort of construct that was devised as, and/or serves as a force and agency multiplier. In this usage, writing systems are principally regarded as a technology, as are mass marketing and propaganda, and a bunch of other things. I highly doubt scientologists/EST people were the first to use it this way, but don't know where they picked it up from.
And then, floppies showed up!
"The Starpath Supercharger (originally called the Arcadia Supercharger) is an expansion peripheral cartridge created by Starpath, for playing cassette-based proprietary games on the Atari 2600 video game console.[2][3][4][5]
The device consists of a long cartridge with a handle on the end, and an audio cassette cable. It adds 6 KB to the Atari 2600's 128 bytes of RAM (increasing it 49-fold to 6,272 bytes of RAM)..."
ACKNOWLEDGMENTS
This work is supported in part by the Government of Canada's New Frontiers in Research Fund
I couldn't care less about Atari 2600 software in itself, but I bet they learned some pretty handy things about being able to analyze other kinds of software that I care more about.
I think so, yes. Cultural history is important.