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Saint (Swiety)

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  1. thank you to everyone who voted for Adoom, thanks to you he took 3rd place in the Atari Homebrew Awards
  2. maybe single code - $EA - NOP opcode for 6502 emulation ??
  3. now i see the problem , i made mistake - when selecting i save current weapon before checking if weapon is available. Problem is fixed. Moving around map works fine for me , directions work as they should. Menu wok correctly - when press esc, only menu is displayed but music still played from the level. Check this updated version !testdisk.atr
  4. New version of doom - fastest drawing sprites, walls and change jamb textures to correct key color !testdisk.atr
  5. Copy from another post: Adoom Changes : - all screen in gr 10 mode - use 9 colors - all sprites like enemies, items is converted from doom's wad - new drawing procedures in graphics mode - use Fox dos for loading levels ( this save a lot of memory ex for better textures) What is to do: - viewfinder or weapon on screen - transparent enemies and alpha channel - faster sprite drawing Have fun Święty Adoom.atr
  6. Look at newest version of doom for silly venture : Changes : - all screen in gr 10 mode - use 9 colors - all sprites like enemies, items is converted from doom's wad - new drawing procedures in graphics mode - use Fox dos for loading levels ( this save a lot of memory ex for better textures) What is to do: - viewfinder or weapon on screen - transparent enemies and alpha channel - faster sprite drawing Have fun Święty Adoom.atr
  7. I append a new version of vicdoom engine, beta version for test. What new: - faster and better texture mapping - use finetune tables for better texturing - faster map drawing and scrolling - change face color at low health - i added checking the closing of the door , when the imp bites and poss shoots, in 90% there should be no effect that despite closing door we still lose live - some bug fixed at calculation walls altfine9.xex
  8. Would it be possible to set the mode to force compression of all channels at once as an option? Without setting channel stream skip bits ? In the case of a player, e.g. for a demo, it would allow you to disable checking whether a given channel should play or not, especially since hardly any song in the demo uses all channels at the same time
  9. Statue working at standard 64k machine at attachment Its possible , but ENV map is 4 x smaller What would you like to know about ENV part ? !statue64k.xex
  10. @CharlieChaplin I think you must ask Solo , because he making all demo from pieces of code and data
  11. the fact that the objects are scaled in the same way as the walls, so there are known problems, ultimately I will want to be able to scale freely and correct in relation to the Y axis
  12. An interesting concept, I will have to check how it will look in practice, now I have an 80x56 screen so it will have to be done at the expense of a few lines.
  13. The engine is also a raycaster and not, in the sense that it projects projection lines, but in a space made of 2D lines, set at any angle - here it is a bit simplified by the engine itself, but I suspect that this math is the diet of Carmack itself.
  14. Emkay - i wanted to connect Vicdoom engine with demo Maze engine with speedup rendering procedures from the begining . I teased you little while making next version of Vicdoom on character set. I hope you like the effect
  15. Emkay, before you write anything, check the technical issues regarding the VIC20 and its layout - how many characters does it display in a line - 22 characters, quote from Wikipedia "At startup the screen shows 176 × 184 pixels, with a fixed-color border to the edges of the screen. Since a PAL or NTSC screen has a 4: 3 width-to-height ratio, each VIC pixel is much wider than it is high. The screen normally shows 22 columns and 23 rows of 8-by-8-pixel characters " Atari displays 40 characters, so the width of the window is 2x smaller
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