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  2. This is not correct, SUZY chip can handle a virtual window bigger than the physical screen, and at this window can be applied X and a Y offsets (changing the offset the screen image can slide without changing the single sprites coordinates). This means that you need signed values for the sprite position, and they must be signed integers because signed chars are too small. It's up to you to prefer memory saving or performance boost. Chained sprites are much faster.
  3. @Tursi There is some lady here to see you... says her name is Sarah Connor.
  4. I've always found it interesting at what is and what isn't acceptable in each country to show on TV or in film. For example and correct me if I'm wrong, but as lax as Japan is on nudity I believe that it is (was?) illegal to show pubic hair. You could do that in the US as long as it was in an adult movie or magazine. Just some of the quirks from country to country.
  5. Oh man! It's game over for Nintendo! John fixed cornhole a little more!
  6. You can apply for the job at your local UPS store. It's simple. Players alternate throwing. Bag in the hole is worth 3 points while bag on board is 1. Scoring is done like this. You sink one bag for 3pts and have two more on board (total 5 pts). I sink two bags and get one on the board (7pts) for that round I get 2 points. You play to whoever gets 21 or more points.
  7. I would need a turbo button for sure. I don't like having to rapidly press a button a hundred times over and over.
  8. eightbit

    Movie Cart

    Its ironic that you need a somewhat powerful modern machine in order to encode movies that will play on a VCS I hope people do share some things that they encode.
  9. I've seen a white label for Tron online from other sellers. There must have been different labels for that game. As for the Astroblast label, I had to make one because the original fell off. The photo showed it before I bought the lot. But once the games arrived, the Astroblast one was missing. Tron Deadly Discs comes in a blue label and white label. I don't mind the white label. Although I prefer the blue one. https://www.ebay.com/sch/i.html?_from=R40&_trksid=p4432023.m570.l1311&_nkw=atari+2600+tron+deadly+discs&_sacat=0
  10. Sad news to hear this. Hopefully Atari can make it right like they did the other issues with their carts.
  11. Ok, maybe not in this thing, but in my first game I have used the same data array across different 1 bit SCB structures so that colours don't have to be changed. I wonder now if memory permitting, it would be better to make copies of the same sprite just so that it can be chained, if a number of the same "baddies" are on the screen. Right. I understand it is kind of what I thought. Working like a linked list so Suzy should not have to wait for CPU anymore. It is not used for the purpose I thought. I assumed it was to do with cycling animation frames of one moving character. You'd be moving all of the sprite position coordinates directly in the movement part. I get it. So followup... I'll bet the position members of the SCB structure are 16 bit signed integers. No dimension of the display exceeds 255, so it's easier for an 8 bit CPU to track everything on a screen as unsigned bytes. Parts of sprites still appear on screen when they are below zero for either coordinate, so a screen position can still be stored in a pair of bytes for a typical sprite as the width of the sprite + x position, and, height of the sprite + y position. Then when it comes to drawing, subtract the sprite width or height from the 16 bit integer for Suzy. My question is basically, is worry about that kind of overhead a complete waste of time? I'm guessing it is still graphics drawing that ends up choking the speed of a typical game rather than CPU calculations.
  12. I will test on my real nes with famicom adapter tonight and report back..
  13. If you want to experiment with sprite flicker techniques in the bB Multisprite Kernel, it would probably work out better if you disable the original code first. The original code does a pretty decent job outside of a couple of edge cases... Literal edge cases, where a sprite goes off the top/bottom of the screen. I was looking at ways of trying to fix that a few months ago. As for 'drawscreen' / 'drawsprite': I agree that it would be nice to have stack-able kernels. It wouldn't necessarily be a performance issues... more of an implementation issue. The bBasic compiler would need to be modified quite a bit to support it. The drawscreen command is relatively straight forward; it does a subroutine call to the display kernel. The display kernel code does all the heavy lifting of video frame management: handling VSYNC, the VBLANK at the top of the screen (where kernel preparations are done), and running the display kernel to draw the screen. If you want more flexibility, all that would need to be broken apart, at the very least into 'startvideoframe' and 'drawkernelrow' functions. That's partially what lead me to developing Neolithic C : the ability to play around with video frame loop code from a blank canvas. These sorts of things can be done in bBasic as well, but require changes that can fit in without breaking what's there.
  14. Yep, I've been quite a few times and I've seen the maintenance tech working on the occasional down cabinet, so they're definitely on top of it. The only game that is frequently down is Dragon's Lair. Other than that, I can't recall any other games ever not working except very temporarily. They do a nice job with it.
  15. Stella 6.6_ _vcsbeatbox-rc22-ntsc_ 2024-05-14 22-15-26.mp4 It's a great little program! 4 instruments, 3 patterns and 16 bar sequencer. Fun to program in the loops and watch it go. Amazing it fits in 4K. Well done.
  16. Today
  17. The idea was to have a constant number of sprites to draw (or not) I tried to avoid speed slow down where the number of bubbles increase. Unfortunately, it seems to be a fail
  18. Where is all the TI-centric p-system software? I checked out the Whtech site and all there is are the system disks. I'm looking for examples of what was achieved using that system aside from @apersson850's own work. Were there any games made for it using the TI libraries included with the system? The documentation for these can be spotty in places or missing important information (such as the sound volume detail discussed above), or advanced usage of sprites. For example, I am a bit unclear on the usage of the SPRITE_CHANGE_LIST. When I create a sprite using the SET_SPR_ATTRIBUTE function which is supposed to automatically create a SPRITE_CHANGE_LIST, how do I subsequently access specific fields for that sprite such as color or position since I don't know the name assigned to that list? So far the only way to do this that I know of is to use the SET_SPR_ATTRIBUTE function each time I want to make a change to the sprite, and that's a slow function. There has to be a better way.
  19. Hi everyone, Here's the latest newsletter from FULLSET regarding Project Neon. --------------------------------------------------------------------------------------------------------------------------------------------- "Despite our best efforts and beliefs, we unfortunately had to go through one more round of changes to the prototype boards as our final tests still showed some not 100% accurate behavior on some hardware revisions. The good news is that we were able to make those small changes without producing actual whole new PCBs. While the modified PCBs were sent to us for testing a while ago, they unfortunately got stuck twice on the way to Australia. Estimated time arrival 17.05.2024 By end of day. The shipment is on its way to destination They are now finally in international transit, though, with an estimated arrival time by DHL for May 17. This brings us to our next topic… Instead of just sitting still and waiting for deliveries to arrive, we decided to make a quick trip to the US for some last-minute location tests. So this coming weekend, we’ll be kicking off things at Arcade Shock in Los Angeles, with a few more locations across different states planned for the following week. Here are the three locations we have confirmed so far: Sat May 18th @ Arcade Shock, Los Angeles (227 E Compton Blvd, Gardena, CA 90248, United States) Thu May 23 @ Stone Age Gamer, Ohio (378 E State St, Salem, OH 44460, United States) Sat May 25 @ Brooklyn Games & Arcade (6120 4th Ave, Brooklyn, NY 11220, United States) For everyone outside of the US, we’ll capture and post as much footage during the events as possible to get your feedback as well! Oh, and we also just recently posted some spoilers on the marquee + move list designs for the MVS collectors edition... And as one more thing, weâre hereby sharing the current version of the Project Neon Desktop Wallpaper in glorious, lossless 4K! https://www.dropbox.com/scl/fi/lhb521jk66bmviwxd8amv/Project_Neon_Wallpaper_4K.png.zip?rlk ey=guocda609ah3mvxl86bk64zw3&dl=1 As always, thanks everyone for your understanding and ongoing support ðŸ™, Sascha & Team FULLSET" Anthony...
  20. the skip sprite option is probably not the most optimized thing to do since even if you have only 3 bubbles on screen, the lynx will still parse the whole chained list with the 97 other being on skip. Much faster to just set the next parameter of you last visible SCB to 0.
  21. Change of dates down to some small shipping delays. Everything is on route to usual territories US, Europe and Australia right now. Stock has been ordered by Spain and Italian Plaion offices and will be available to order at the usual places shortly.
  22. Hi All, Here is the complete program as a TEXT file, I will start on the MiniMem version shortly. Regards Arto. TIDraw1a
  23. For our pal @retrorussell. A great Garfield "Beware of Dog" strip. Hope you like it brother man. :D

     

    Garfield comics

    1. r_chase

      r_chase

      Reminds me of the time I sang Rush's "Limelight" at a prom-like event. Yes, I sang karaoke in front of a crowd.

    2. bent_pin

      bent_pin

      I had a friend who was absolutely tone-deaf. He wanted to do karaoke, so I had him sing Bad Bad Leroy Brown. He had an absolute blast.

  24. Hi guys, BAMBAM GAMEMONSTER TOKYO @BBGM_TOKYO KOF XIII GM商品 【マグカップ】 草薙京 八神庵 『これで毎朝目覚めの一杯、というてめェの 生き甲斐奪っちゃ可哀想だからな』 各種¥1,980(税込) 表示価格より40%OFFの Half Anniversary Thanks Sale 終了まで あと5日 #BGMT Translated from Japanese by KOF XIII GM products [Mug] Kyo Kusanagi Iori Yagami "It would be a shame to take away your reason for living, which is to have a cup of coffee every morning." ¥1,980 (tax included) 40% off the listed price Half Anniversary Thanks Sale 5 days left until the end #BGMT 4:35 AM · May 14, 2024 Anthony..
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