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MaPa

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MaPa last won the day on October 21 2018

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About MaPa

  • Birthday 05/26/1976

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  1. PHA is 3 cycles but still you save 1 cycle on accumulator and more on X,Y registers due to TAX, TYA etc.
  2. http://asma.atari.org/
  3. Am I missing something or why noone mentioned Gyruss so far?
  4. Hi, excuse my English, I speak Spanish.
    Your demo in https://atariage.com/forums/topic/210123-new-direction-1k-intro/  is fantastic, do you think your routines could be modified so that you can place from 8 to 16 different colors per character in graphics 0 as they have tried to do in this other post.

     

    https://atariage.com/forums/topic/102411-es-posible-tener-texto-coloreado-como-a-c64/?do=findComment&comment=1244040

     

    And thus make life easier for those of us who return to Atari after many years and wish to make our programs colorful but using BASIC or FastBasic .

    The programs will be in character or text mode, perhaps with redefinition of characters, the speed of execution for the moment would not be so critical.

    1. MaPa

      MaPa

      No it could not be modified that way. In my 1k intro, there is no DMA, and it's just one purpose effect changing baackground colour. In gr. 0 you have DMA on 7 char scanlines and on the forst one it's even worse, there is no time to change anything midline. Easiest way is just use PMGs to colour some areas.

    2. Cecito

      Cecito

      ok, I thought it would be great to put both ideas together, but my knowledge of the Atari way of working is very limited at the moment.
      Do you know of any post that shares asm routines for colors, sprites, sounds, to use with USR from BASIC?

    3. MaPa

      MaPa

      Sorry I don't. Sure there are some but who knows in which threads.

  5. On the left side ATARI in wide shows only 2 characters more then in normal (no time for DMA reads).
  6. I think that he just wanted something like this (plus the horizontal scroll). vscr.xex
  7. If I underestand the description, it's simple VSCROL for one character mode line which points to memory with empty VRAM for one line followed with text data in second row which will be "pulled up" by increasing VSCROLL value. Or I just misunderstood the question
  8. The packer is some non public tiny packer based on LZ77 made by Raster and Bob!k. I use it mainly for 1k intros, but packing all my prods with it.
  9. One is compiled from the sources and the second one is packed (the lesser size obviously :) ).
  10. Hi, sorry to reviving this ancient thread, but just now a friend of mine told me, that the game has bug that on the latest levels, when you pickup Speed-Up bonus, the ship slows down. I looked in my code and can't figure out why would that happen... but "of course" I have fixed version and he doesn't. But as I see, the bugged version is on Fandal's site too, here in this thread, on Demozoo and who knows wherever else. So I attached my hopefully fixed version here, which I have it seems from 2.9.2010 I attached only the changed files from the source code, the rest is same as in the .zip file in forst post. ocean_detox.xex OD.xex ocean_detox.xsm
  11. Or it could be done with regular (not hi-res) graphics mode with same color as hi-res, wide screen and scrolling. Probably wouldn't go as far left as in the video (didn't chceck how clipped the screen is).
  12. AFAIK in SCR there is a constant speed regardless of FPS. You just get less or more frames in the same distance traveled. But in one second of real time, you will travel the same distance on track with 10FPS as with 100FPS.
  13. I aprecititate that you admit that you were wrong moreover publicly and thanks for the apology which I didn't needed or asked for. (if you will read this at all because of putting me on ignore list )
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