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AnimaInCorpore

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About AnimaInCorpore

  • Birthday 09/12/1970

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  1. "PUZZLE DREAMS – A contemporary-sounding piece that won’t get in the way of sound effects. Might be nice in a upbeat, non-combative game with lots of motion in it. (:46) Royalty-Free." https://soundimage.org/wp-content/uploads/2017/05/Puzzle-Dreams.mp3
  2. Thank. Yes, the gameplay itself is complete. The only difference is that the music and scrolling is missing. Actually I still have some ideas how to improve it (scrolling and speed) but as long as the game itself is working fine the priority is quite low.
  3. Sorry but currently there are no plans at all. At first I thought of a solution using the DSP but unfortunately the DSP is quite busy giving the CPU some graphics support.
  4. Well, the problem here is that the screen size is a perfect square (256 x 256 pixels). In fact, the Atari Falcon030 version only shows 256 x 240 due to the Videl limitations. So rotating your monitor would result in (almost) the same display size. However, the TV/RGB video mode uses a slightly wider pixel aspect ratio for a better screen coverage.
  5. Thanks all. Here's the article NightSprinter mentioned about Cho Ren Sha 68k on HardcoreGaming101. Some interesting development notes from the original author of the game.
  6. Here's the first beta release of Cho Ren Sha 68k for the Atari Falcon030. Requirements: Atari Falcon030 with 14 MB RAM. Supports: Jaguar Pad/Power Pad. TV/RGB and VGA. Features: DSP assisted sprite engine. Up to 65536 colours. Gameplay recording and replay. Highscore saving. Notes: The first beta does not support accelerated machines. Scrolling will be added later. Sample replay seems to have some problems within the menu. Please note that there's a special binary for the Hatari emulator (older versions) in case you're having display problems. Download it here: Cho Ren Sha 68k for the Atari Falcon030 (Beta 1) Some video impressions: Have fun! Sascha
  7. Wow, that was fast... I've received the ordered black board today and it works like a charm in my second Falcon. Thanks a lot! Cheers Sascha edit: spelling
  8. Yes, ARAnyM does a good job here. The graphics mode in the video shows a 256 x 240 pixels screen @ 16 bit with a virtual resolution of 512 x 240. There is no difference in graphics initialization code compared to the real Atari Falcon030.
  9. Hi I just played around with Emscripten and was able to port my A8E Atari 800 XL emulator to JavaScript. So you can check out some old games within your browser. Controls are as follows: F1 = HELP, F2 = OPTION, F3 = SELECT, F4 = START, F5 = RESET, ARROWS = joystick directions, ALT = fire. You may try the following links with Firefox or Chrome: Atari 800 XL self test, Archon, Archon 2, Asteroids, Bandits, Behind Jaggi Lines, Davids Midnight Magic, Donkey Kong, Drol, Encounter, Dropzone, Goonies, Gyruss, Hero, Karateka, Keystone Capers, Koronis Rift, Landscape, Montezumas Revenge, Moon Patrol, M.U.L.E., Pitfall, River Raid, Raid over Moscow, Pooyan, Spelunker, Silent Service, Starquake, Summer Games, Track and Field, Vanguard, Zorro. Have fun Sascha
  10. Hi guys, a new year with a new project. This time it's a Neo Geo emulator on the Atari Falcon 030. As a first proof of concept please take a look at the following video showing an early test version running "Metal Slug". Actually it's more likely a target for accelerated machines. Cheers Sascha
  11. Hello guys, here's a test version of PacMania X68000 for the Falcon030. There are three different executables: PACMANIA.TOS: "original" resolution of 256x240 pixels. Runs on RGB/TV and VGA. PMRGB384.TOS: "full screen" resolution of 384x240 pixels. Runs on RGB/TV only. PMVGA320.TOS: "full screen" resolution of 320x240 pixels. Runs on VGA only. Please note that there are still some glitches (intermissions) and bugs. Also the pills are missing but wait - there's sound! Please test and report. hatari screenshots: Cheers Sascha
  12. You may take a look at this thread at the Atari-Forum website to learn more about the porting process: http://www.atari-for...hp?f=68&t=24111 A first version of a ported game would run on a Atari ST as well but even without any graphic emulation the memory requirement would be 4 MB due to the fact that the memory mapped register space is so big. Emulation of the graphic hardware would add some more megabytes for the video buffers. The reason for the emulation approach is that I don't have to change the original X68000 game code much to get it running on the Atari. In fact, the first running version of PacMania (as shown in the YouTube video) required only less than 20 lines of code changes within the game logic. While working on the emulation layer I learned that the Atari Falcon is an underrated machine even having an unfortunate 16 bit system design. The Videl gives a lot of good options for display configurations and the true color mode is really great for this kind of arcade games. Not optimal but still great. Porting a game to the ST(E) would require many changes within the code. To change the code you have to understand it and this is sometimes... well... hard. At least it would take a lot of time. Cheers Sascha
  13. Yes, the X68000 has very good graphics capabilities and can, for example, display up to 128 16x16 pixel sprites "for free". It also has different layers for graphics and text/background. So when everything is in use the emulation would slow down dramatically. Luckily Galaga 88 does not use and need all of these features. Albeit the Galaga 88 port for the Atari Falcon030 uses only an optimized emulator it is still very fast. In fact, I was surprised by the resulting emulation speed as well. It's not perfect, though, but very good playable and there's still some room for improvements. I just have to clean up this game, which waits to be polished to be released but I switched to Galaga 88 first since PacMania exists on the Atari. http://www.youtube.com/watch?v=HELyQzBSB9M I "only" need to take the optimized routines from Galaga 88 and Pac-Mania should be completely playable as well. I already mentioned above there are some limits in respect to the graphics features of the X68000 being used in a game. Ghouls and Ghosts uses the two 256 color graphic layers for the parallax scrolling which is... well... awkward to emulate at least in the true color domain. But probably we can live without parallax scrolling in this game since it doesn't affect the gameplay much. So... wait and see... I am in contact with Cyrano who ported some games from the Atari ST to the Jaguar but the issue for now is the memory consumption which is truly heavy. So without many changes within the code it's hard to do a port but not impossible. Cheers Sascha
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