SCABS (I know, disgusting acronym) stood for Subroutine Controlled Automatic Bank Switching. The game code could make subroutine calls between banks, and the circuit detected the operation and performed a bank switch between the JSR instruction and arrival at the destination.
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All other bank switching systems require overhead processing that made them a pain to use. For example, every bank of the ROM has to have a small area of duplicate code to jump into, change banks, and jump out of so that the CPU is not executing code that switches with the bank.
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SCABS could automatically access 8 banks of 4K, bringing the total memory from 4K to 32K bytes. We used this system briefly for (I think) Robot Tank and Decathlon. It required an external timing resistor on the PC board, so you can tell by looking at the board.
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Adding a resistor cost a nickel (not to mention the extra circuitry in the ROM). Once Atari somehow got a patent on the use of bank switching in a game cartridge they offered it for a nickel per cartridge royalty. That made it cheaper for all of us and SCABS was abandoned.
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I got an Atari just to play Pitfall! back in the day...
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Excellent, thank you very much Mr. Crane! I was confused because some engineers at MOS claimed they did it for Atari while some Atari engineers did it themselves. I wasn't sure if Activision had any direct dealings with MOS.
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Thank you for the technical details! I love how you explain these early innovations in game development. I watched your GDC talk on the creation of Pitfall and found it fascinating as well.
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4K. My. If you open Word, type "Four Kilobytes" and save it, you get a file almost three times the size!
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Wydaje się, że ładowanie zajmuje dużo czasu.
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