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popmilo

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popmilo last won the day on September 17 2022

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About popmilo

  • Birthday 11/01/1973

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  • Gender
    Male
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    Senta, Srbija
  • Interests
    Atari, Commodore, Spectrum, Amstrad and all other retro stuff...
  • Currently Playing
    Hammerwatch

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  1. What is it?! What is it?!
  2. You're not scrolling, but you did turn on HSCROL in display list for each char row. That means you have take in account value of HSCROL register. Is it maybe zero ? Second question - is "missle_x" value of HPOS hardware register for player or missile ? ps. Send me xex file and I'll tell you exact formula for char vs pm pos.
  3. As you've turned on horizontal scroll in each charline, you're screen char position will be influenced by value of hscroll register too. I'm usually using values for HSCROL in range between 12..15, that makes screen coords make sense the most When you turn on horizontal scroll, antic automatically fetches +8 chars then mode you're in. I assume you're using 40 char wide normal screen ? In that case Antic works like if it's in 48-wide mode. That means HSCROL value 0 will mean screen will be shifted entirely to the left side of 48 wide area. In 48 wide mode HPOS==$20 of pm gfx is aligned to left side of screen. So if you put value 12 into HSCROL register, screen will be shifted right 3 chars (3x4=12). That means that first visible char will be (SCREEN+1) Now, when you change HSCROLL to 13,14,15, parts of char at (SCREEN+0) will appear from left. You just have to experiment and see what suits you the best imho. Iterate and enjoy the process
  4. i would say it's artistic freedom Each platform music was done by different person as much as I know. I like the Amiga version for example.
  5. Nice idea with double pokey writes. I can do that. I'm in process of writing routines for playing fx, so will try to do stereo pokey at the same time.
  6. As @Rybags said, you could have char data "brought in on the fly". In my experiments I did virtual charset thing with like a thousand different chars in "charset" for a huge level map (think 25x4 screens for example). I wrote python script to process map and write data for where which new char is supposed to be inserted into visible charsets as you scroll screen to the right. In the end number of updated chars per frame was like zero to four, five max. Of course I needed different kind of tilemap, and all those chars needed to be in ram, so I would say each approach takes it's own resources. Just do it you're own way I would sure like to see results
  7. Well I hope that now I've really fixed that leftover pixels on bats bug One line of code was missing... I got help from guys on Atarionline.pl forum again, they pointed me in the right direction and an hour of debugging later, everything makes sense and I can not reproduce bug anymore. ps. I've added use of space bar/Start key at game over screen too. tony v9.xex tony v9.atr
  8. Well you only have 8 chars left for "something else" per 3 char rows. With charset per char row, you have like 88 free chars per char row. For me 22 charsets is little too much That's why I've used 4 charsets which was gave me nice ratio of memory taken and free chars for soft sprites.
  9. V8 - fixed leftover pixels on bats moving in complex paths. It was a different kind of bug then on Skulls, but not hard to fix, two lines of code tony v8.xex tony v8.atr
  10. Yes there will be sfx and they sound great, just need to code routines for playing them
  11. I use almost every possible part of memory now I needed that as I've packed title screen etc. Just story text is almost 4kb long... 64k is enough and works in most cases I've tested so far including my own 800xl with memory expansion. Anyway, we'll make final game work on as most machines as we can without need for memory expansions.
  12. ps V7 is out Fixed clear pixels bug with skull sprite (maybe others too). Added small fade out/fade in color changes and made START key skip parts too. Enjoy!
  13. Ok, I've tried with atari os a.rom and confirm it's not working... will investigate... Does it have to do something with 40kb large xex ?
  14. Take any continuous part of ram imho. Turn of Os if leftover space is not enough. Ignore trying to preserve "important memory locations not supposed to be touched" Be a rebel! Use every possible byte to make 22 charsets work ! Make something unique... Then... When it's working and people are amazed - then and only then try to optimize, make it more compatible or whatever... Until then just take space from where you can
  15. I've tested with Altirra 4.10, 4.20, 130xl, 320kb ram, altirra os mutliple variants, basic turned on and off, no issues. Make sure you're using latest version (from first post in this topic). There was important fix couple versions ago regarding loading. Good luck!
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