Jump to content


The AtariAge Forum is undergoing a major upgrade today.  The forum is currently in read-only mode except for the Announcements Forum.  Please read this important post!

Photo

Space Harrier Update 2018


170 replies to this topic

#151 zeropolis79 OFFLINE  

zeropolis79

    Chopper Commander

  • 204 posts
  • The Wind Waker
  • Location:Gosport, Hampshire, UK

Posted Tue Feb 26, 2019 1:26 AM

Apologies - i've changed the settings and I'll do an amendment video after I've had my breakfast



#152 zeropolis79 OFFLINE  

zeropolis79

    Chopper Commander

  • 204 posts
  • The Wind Waker
  • Location:Gosport, Hampshire, UK

Posted Tue Feb 26, 2019 1:28 AM

As I said, I don't know the technical stuff about Atari 8-bit but I welcome educating about it but many thanks



#153 zeropolis79 OFFLINE  

zeropolis79

    Chopper Commander

  • 204 posts
  • The Wind Waker
  • Location:Gosport, Hampshire, UK

Posted Tue Feb 26, 2019 2:11 AM

The video amendment is at :



#154 kiwilove OFFLINE  

kiwilove

    Dragonstomper

  • 959 posts
  • Location:Dunedin, New Zealand

Posted Tue Feb 26, 2019 2:59 AM

I might as well ask this question.  Seeing that no one has asked about it before?

What is the reason for the dark colours for the sprite objects?  I guess it's a hardware complication - that you don't have a choice of what colours you can use?

 

I would have thought that using normal bright colours would be the preferred option?

 

This is the only query I have, regarding this excellent conversion.

 

Harvey



#155 MrFish OFFLINE  

MrFish

  • 5,474 posts

Posted Tue Feb 26, 2019 10:27 AM

As I said, I don't know the technical stuff about Atari 8-bit but I welcome educating about it but many thanks

 

No problem; most people wouldn't know about using that setting unless someone told them.

 

Chris used to have a website that talked about technical development details for the Atari 8-bit version of Space Harrier; but the site was taken down shortly after release of the first version.

 

Chris used a technique of quickly flipping between two screens with partially differing color palettes for adding more perceived color to the overall display of various objects.

 

If you want a better idea of what's going on, turn "Frame Blending" back off, then go to the "Speed" settings (on the same options panel) and use the "Speed Adjustment" slider to set the system to some lower percentage of normal speed (10% or 15% for instance).

 

speed adjustment.png

 


Edited by MrFish, Tue Feb 26, 2019 10:31 AM.


#156 zeropolis79 OFFLINE  

zeropolis79

    Chopper Commander

  • 204 posts
  • The Wind Waker
  • Location:Gosport, Hampshire, UK

Posted Tue Feb 26, 2019 11:11 AM

Many thanks for the comments.



#157 _The Doctor__ OFFLINE  

_The Doctor__

    Flux Capacitor Master Craftsman

  • 7,044 posts
  • Location:10-0-11-00:02

Posted Wed Feb 27, 2019 6:10 AM

The colors and base were darkened slightly per players request. look at the original and then this version. Of course one can use the controls on their crt/monitor to brighten/darken etc etc per their own tastes, sounds like you wants them choice of palettes and bright dark etc controls in game...Mr. KiwiHarv??


Edited by _The Doctor__, Wed Feb 27, 2019 6:10 AM.


#158 MrFish OFFLINE  

MrFish

  • 5,474 posts

Posted Wed Feb 27, 2019 11:16 AM

Chris used to have a website that talked about technical development details for the Atari 8-bit version of Space Harrier; but the site was taken down shortly after release of the first version.

 

Silly me... we have the WayBack Machine to retell the past. This looks like the last version/date: SheddyShack - Space Harrier XE (June 2009)

 

That version/date for the site doesn't have pictures; some other versions/dates for the site do.



#159 Peruchi OFFLINE  

Peruchi

    Space Invader

  • 14 posts

Posted Thu Feb 28, 2019 1:15 PM

It would be possible to have this game in .atr format? So that I could run it from the Sdrive-Max with my XEGS...

Edited by Peruchi, Thu Feb 28, 2019 1:16 PM.


#160 Magic Knight OFFLINE  

Magic Knight

    Dragonstomper

  • 608 posts
  • Waiting for SHATRON to be released...
  • Location:Castle of Karn (Scotland UK)

Posted Thu Feb 28, 2019 4:48 PM

It would be possible to have this game in .atr format? So that I could run it from the Sdrive-Max with my XEGS...


Or even XEX?

Is there a reason why it appears to be a cart only build?

#161 DrVenkman OFFLINE  

DrVenkman

    River Patroller

  • 4,167 posts
  • Back off, man! I'm a scientist.
  • Location:KMBT

Posted Thu Feb 28, 2019 5:34 PM

Agreed - an ATR or XEX file version would be fantastic. It might require more RAM but a good percentage of active hobbyists have machines with 128K - 1MB memory to take advantage of it.



#162 Wrathchild OFFLINE  

Wrathchild

    River Patroller

  • 2,254 posts
  • Location:Reading, UK.

Posted Thu Feb 28, 2019 5:57 PM

It uses an AtariMax bank switching model which presents an 8KB bank selected from the cartridge through the address window at $A000->$BFFF

This is an 8Mb(it) / 1MB(yte) model which means there are 128 banks in total which are selected by addressing the cartridge bus at $D500->$D57F. 

Any addressing of $D580->$D5FF disabled the cartridge area enabling the RAM there to be accessed.

 

With cart-conversions the approach normally centres around moving all of the cartridge memory into extended memory.

So most of those done to date would be for XEGS type cartridges which are normally 64KB or 128KB and so can fit on the 128K/256K expanded machines.

So far so good, copying blocks of data elsewhere is straight-forward enough but immediately we see you need a machine with 1MB and loading the data is (I think) going to take over 20 seconds to transfer from a fast device .

 

The next hurdle is that the extended memory window sits between $4000->$7FFF, so 16KB rather than the 8KB bank size of the AtariMax carts from $A000.

Therefore all code pertaining to the bank selection and then what is done with that data would have to be handled by Sheddy as well as possibly shuffling around other code/data to fit around the extended memory window area.

 

So whilst not impossible, a fair bit of effort.

Seeing as an 8Mbit Maxflash image can also been run from devices such as the Ultimate Cart, The!Cart and an AVG Cart then you are not tied to just a physical AtariMax cart to play this game :)



#163 Sheddy OFFLINE  

Sheddy

    Dragonstomper

  • Topic Starter
  • 772 posts
  • Location:UK

Posted Thu Feb 28, 2019 6:03 PM

Is there a xex version for computers with RAM expansion?

  

Not this version. It would take a lot of work to make a 1024K xex. I'm not sure if Fandel managed it with the 2011 version in the end.
How long does it take to load a 1024K program even with a high speed loader?
I just don't like the idea of that.
I would want to rewite it to use less RAM, which would be much, much more work.



#164 iesposta OFFLINE  

iesposta

    River Patroller

  • 3,937 posts
  • Retro-gaming w/my VCS
  • Location:Pennsylvania

Posted Tue Mar 12, 2019 7:32 PM

Thanks to everyone who worked on this!

 

AtariMax 8mega cartridge running on 64K 800XL NTSC plays great!

 

Many amazing things going on here: 

Space Harrier working on both NTSC and PAL, playing SEGA game with large sprites on the 1979 home computer hardware, the extra colours technique, speech during gameplay, etc.



#165 rensoup OFFLINE  

rensoup

    Space Invader

  • 43 posts

Posted Tue Apr 30, 2019 2:50 PM

 Hi,

 

I'm just curious if there's any plan on releasing the source code ?

 

or maybe just the sampled sound replay code ?

 

 Cheers.



#166 Irgendwer OFFLINE  

Irgendwer

    Stargunner

  • 1,487 posts
  • Location:Germany

Posted Tue Apr 30, 2019 3:03 PM

I'm just curious if there's any plan on releasing the source code ?

 

or maybe just the sampled sound replay code ?

 

The source code is available (AFAIR it was posted here in the original thread), but I'm too lazy to browse for it now.

 

You can find the discussion about the sample player here:

 

http://atariage.com/...laying-samples/


Edited by Irgendwer, Tue Apr 30, 2019 3:06 PM.


#167 snicklin OFFLINE  

snicklin

    River Patroller

  • 2,212 posts
  • Location:Australia

Posted Tue Apr 30, 2019 3:26 PM

I believe though could be wrong that the original source code for the 2011 release was released, but not the updated version. Am willing to be corrected if that is not the case.

#168 rensoup OFFLINE  

rensoup

    Space Invader

  • 43 posts

Posted Tue Apr 30, 2019 3:51 PM

 

The source code is available (AFAIR it was posted here in the original thread), but I'm too lazy to browse for it now.

 

You can find the discussion about the sample player here:

 

http://atariage.com/...laying-samples/

 

That was fast, thanks!

 

The 2018 release would be great indeed, I'm interested in understanding how to play samples while modifying PM graphics and position every scanline.



#169 Sheddy OFFLINE  

Sheddy

    Dragonstomper

  • Topic Starter
  • 772 posts
  • Location:UK

Posted Sun May 5, 2019 6:04 AM

Space Harrier doesn't do both sample and screen changes every scan line, you probably would need some kind of screen kernel for that, rather than interrupts.

Attached Files



#170 rensoup OFFLINE  

rensoup

    Space Invader

  • 43 posts

Posted Sun May 5, 2019 7:20 AM

Thanks for the source!

 

A screen kernel like an A2600 kernel with WSync every scanline ? Doesn't seem too good for what I want to do... I'm going to study this a little more.



#171 Tezz OFFLINE  

Tezz

    River Patroller

  • 2,412 posts
  • Location:Manchester, England

Posted Sun May 5, 2019 7:34 AM

Thanks for the source!

 

A screen kernel like an A2600 kernel with WSync every scanline ? Doesn't seem too good for what I want to do... I'm going to study this a little more.

We have the ability to make use of a POKEY timer and drop non-maskable interrupts all together.


Edited by Tezz, Sun May 5, 2019 7:35 AM.





0 user(s) are browsing this forum

0 members, 0 guests, 0 anonymous users