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tane

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  1. Yeah, the thing is when the image is enlarged, in some areas the proportion is different compared with others. It's easily noticeable with a lot of vertical bars of 1 pixel wide, when it's scaled in the video the result is some bars at 2 pixel wide and others of 3 pixels wide (for example), so the scaling doesn't look good as a whole image. Ok, still is good to have custom options and see the results.
  2. Feature: in video recording there should be proportional frame scales to the regular Atari dimensions. Atari dimensions are: Normal: 336 x 224(240) -> frame scale: 672 x 448 (NTSC), 672 x 480 (PAL). Widescreen: 352 x 224(240) -> frame scale: 704 x 448 (NTSC), 704 x 480 (PAL). Extended: 376 x 240 -> frame scale: 752 x 448 (NTSC), 752 x 480 (PAL). In that way it's sure that the pixel proportion is 1:1 (or 1:2). Now with both 720 height (960x720, 1280x720) the scaling is not 1:1 of pixels. Plus also regular dimension of the market: 4:3, 16:9 like now (480, 720)
  3. I'm thinking that someone could open a .rmt with player "A", but such file was created for player "B", and ended thinking "what a bad rmt", but actually is good if it's played with "B". Maybe some metadata inside each .rmt indicating which player was created from.
  4. Is there an automated way to convert old .rmt files (and its instruments) to the new player "Patch 16 Beta5"?
  5. Thanks, but the question is different: STEP 1: compile the asm to .rom, with MADS. STEP 2: somehow build a new firmware (.POF) based in boot.rom, with Quartus. STEP 3: upload the .pof to the cart, with a USB Blaster and Quartus. I'm asking for STEP 2 (not Step 3), how to build the .pof properly? Could be just screenshots step by step. Likely it should require to specify the model of the FPGA and a ton of parameters, etc.
  6. Select by price a clone: https://www.aliexpress.com/wholesale?catId=0&SearchText=usb+blaster+altera Definitely just a command line exe conversion is too simple for an Intel hardware... @ascrnet Can you make an "advanced" guide of how to create a new project (.pof) including the boot.rom with Quartus? A step by step screenshots is ok. https://atariage.com/forums/topic/241888-ultimate-cart-sd-multicart-technical-thread/?do=findComment&comment=4836069
  7. Ok, thanks. Can you point how to convert/compile a new "Max10_SD.pof" from the "boot.rom"? Is it with this?: avr-objcopy.exe -I binary -O ihex boot.rom boot_rom.hex
  8. ? Current changelog: Fix Atari 800 /S4 and /S5 are always active (Vigo) BOOT? in one for executable files and DLI flicker fixed (Flashjazzcat) New support for 4 types of cartridges .CAR (AsCrNet) Turbosoft 64kb y 128kb (N°50 and N°51) ATRAX 128kb (N°17) Standard cartridge 4kb (N°58) ???????? Previous changes made by Facuai are not mentioned... ...not required for XL-XE?: $8000-$9FFF bus-contention problem when running on the 800: A800 / Incognito: Control Extensions (CX): Plus Control-Extensions (CX):
  9. Hello! The authors of "River Raid On Mars" have asked to show a small preview of the game and the introduction prepared. It will not be in competition, for reasons explained at the end of the post, and either the project will be archived, completed or finished as it is. River Raid On Mars - Preview.mp4 Unfortunately some of the rules of the competition were misunderstood, it's not allowed to make hacks of third-party software, and also is not allowed to have official logos, like the Atari Fuji logo. Both are an essential part of this proposal in its conception, that's why this game has been retired from competition. The rule that was thought to allow to be in competition is the next one: 2.3 Also allowed are: 2.3.1 submission of an already existing program if it has been extended or altered. Finally, the aim of this post is not to make s discussion about the rules that certainly could be more clear, just to show a preview for those interested in new levels of this classic game, and the discussion of this thread should be in the already admitted entries. Bye!
  10. Feature: What about support to Kaillera for online players in a network game? The only information related was asked before years ago in this forum: https://atariage.com/forums/topic/273633-altirra-300-released/?do=findComment&comment=4060815
  11. Hi, is it possible to make a "lite" version for programmers, with no graphic output, I mean the smallest code possible, that just write for example in: $4000 = 01 if it's 16kb ram $4000 = 02 if it's 48kb ram $4000 = 03 if it's 64kb ram ... etc. for each feature, thinking in something useful to help the creation of new programs, adding the code at the beginning of new programs to help in the proper detection of the hardware ?
  12. Confirmed analogue step in the middle, but what's the game?
  13. Thanks all. The idea was to convert the macro CopyMemory (NRV, 2009) to a function in order to save space if multiple times is applied. As Macro: ;-------------------------------------------------------------------------------- ; CopyMemory [source address] [dest address] [bytes] ;-------------------------------------------------------------------------------- ; warning, using some page zero memory .macro CopyMemory copyMemPtr1 = 254 copyMemPtr2 = 252 copyMemCounter = 250 .if :0 <> 3 .error "CopyMemory error" .else ldy #0 lda #<:1 sta copyMemPtr1 lda #>:1 sta copyMemPtr1+1 lda #<:2 sta copyMemPtr2 lda #>:2 sta copyMemPtr2+1 .if :3 < 256 copyMemLoop1 lda (copyMemPtr1),y sta (copyMemPtr2),y iny cpy #:3 bne copyMemLoop1 .else lda #<:3 sta copyMemCounter lda #>:3 sta copyMemCounter+1 copyMemLoop2 lda (copyMemPtr1),y sta (copyMemPtr2),y iny bne copyMemB1 inc copyMemPtr1+1 inc copyMemPtr2+1 copyMemB1 lda copyMemCounter bne copyMemB2 dec copyMemCounter+1 copyMemB2 dec copyMemCounter lda copyMemCounter ora copyMemCounter+1 bne copyMemLoop2 .endif .endif .endm As 2 functions: function.main .local ///////////////////////////// Copy memory procedure - begin /////////////// TO EDIT VARIABLES TO THE RIGHT OF EQUAL: address.current.begin = $1234 address.current.fin = $5678 address.destiny.begin = $4321 ;[$address.current.begin - $address.current.fin] copy to [$address.destiny.begin - $address.destiny.fin] /////////////// ;Copy addresses to memory - begin: value.data.1 = address.current.begin value.data.2 = address.destiny.begin value.data.3 = address.current.fin-address.current.begin+1 lda #<value.data.1 ; ":" removed inside a local procedure (lda #<:value.data.1) sta copyMemPtr1 lda #>value.data.1 sta copyMemPtr1+1 lda #<value.data.2 sta copyMemPtr2 lda #>value.data.2 sta copyMemPtr2+1 lda #<value.data.3 sta copyMemCounter lda #>value.data.3 sta copyMemCounter+1 ;Copy addresses to memory - end jsr function.copy.memory ///////////////////////////// Copy memory procedure - end .endl rts function.copy.memory ;Variables: copyMemPtr1 = 254 copyMemPtr2 = 252 copyMemCounter = 250 ;Original macro: ldy #0 copyMemLoop2 lda (copyMemPtr1),y sta (copyMemPtr2),y iny bne copyMemB1 inc copyMemPtr1+1 inc copyMemPtr2+1 copyMemB1 lda copyMemCounter bne copyMemB2 dec copyMemCounter+1 copyMemB2 dec copyMemCounter lda copyMemCounter ora copyMemCounter+1 bne copyMemLoop2 ;Clean temp bytes of macro CopyMemory lda #$00 sta $fa sta $fb sta $fc sta $fd sta $fe sta $ff rts
  14. This compiles and works, but... org $609 general.launcher address1 = $1234 lda #<:address1 sta $4000 lda #>:address1 sta $4001 jump jmp jump run general.launcher ... not the following. The only difference is ".local" and ".endl". How can be created a local procedure with non-global labels inside? org $609 general.launcher .local address1 = $1234 lda #<:address1 sta $4000 lda #>:address1 sta $4001 .endl jump jmp jump run general.launcher
  15. Thanks, something I understood about how it works the VBI with the literature below, but I need to do a post-PhD to get properly ?, still I'm in the copy-paste level. If I find an easy example I could get how to use it. https://playermissile.com/dli_tutorial/ https://user.xmission.com/~trevin/atari/antic_insns.html https://www.atariarchives.org/c2bag/page069.php So I'm opening paths in a different way (Graph2Video). I hope to get it finished. ? Only the NTSC shape for now. video3.mp4
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