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Mariano DM

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About Mariano DM

  • Birthday 06/01/1974

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    Mountain View, California

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  1. I've put together a scrolling demo Code is pretty simple and it uses a VBI routine from compute mag. https://github.com/marianodominguez/8bit-samples/blob/master/scroll_lib/GR0SCR.TBA I'm generating 3 screens beforehand. but i wonder if it will be fast enough to generate them as we scroll. maybe having a buffer. 8ed625b9eb7569b4.mp4
  2. This is the test of the fast_draw routine. my only problem is that it scales to 160*192 to avoid 2 byte calc. it is pretty fast though, https://github.com/marianodominguez/8bit-samples/blob/master/cc65/simple_graph/src/atari_draw.s video-2024-01-29_21.01.59.mp4
  3. Not sure if it is useful. But I implemented double buffer in my 3d cube demo in c https://github.com/marianodominguez/8bit-samples/blob/master/cc65/simple_graph/src/cube_opt.c#L142-L160 the issues were mostly to align the jump instructions when you cross the 4k border it is gr.8 it looks decent enough
  4. BTW. My December project. a rotating cube with fast line algorithm. uses DrSid's implementation. it still needs double buffer https://github.com/marianodominguez/8bit-samples/tree/master/cc65/simple_graph/src
  5. I see the reason in your example, I ended up storing the IOCB in a location, there is a routine for getting the iocb from descriptor: ;setscreen fd - file descriptor for screen .proc __setscreen jsr fdtoiocb sta SIOCB rts .endproc SIOCB: .byte $00 that means either to drag it as parameter or call as a set method: int fd = _graphics(8); _setscreen(fd); I wonder if this is needed at all or cc65 can just guarantee channel 6
  6. https://github.com/marianodominguez/atari-wam-animation/tree/main Github repo here. Converting the fantastic dev notes into a markdown. Collaborations welcome
  7. This is a set of very interesting animations in the Atari, created originally in the PC. Dave actually re implemented the line drawing routines to get the proper speed Sorry for the long load in the video, no idea how to edit it in shotcut. disks are available via fujinet fujinet.papa-robot.xyz I'm checking with David for setting up a github repo.
  8. For those that miss Atari8bit bot https://mastodon.cloud/@Atari8BitBot@oldbytes.space/with_replies it is available in mastodon ! 512-1000 chars depending on your server
  9. Attract mode ? well not if you play with keyboard. will disable it anyway.
  10. Almost a month after, but finally had time to fix it. 2.5 available in fujinet and github links
  11. I did mine in cc65. Made it until problem 10 Haven’t timed them https://github.com/marianodominguez/advent_of_code_2022_mdm
  12. Thanks for the link, all releases are available at github. The only problem of not playing via fujinet is that the high score gets saved in your local atr copy. Enjoy !
  13. Now, game version 2.1 is high score enabled via fujinet. Play it at : fujinet.papa-robot.xyz Thanks to everybody for their help !.
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