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MADRAFi

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  1. this is my fork. It is unfinished and probably never will be. in order to use new target you need to compile mp.pas to mp.exe. Those in the repo are old ones and are not recompiled. fpc -MDelphi -vh -O3 mp.pas
  2. yes I am using normal mode. okey but that does not explains how visible area for sprite that travels between 48 and 200 for x, 24 and 170 for y should be translated to cx and cy. I am not scrolling yet so hpos is not changing. Lets say collision was detected when player sprite collided playfield character at playerx=200 and playery=160. I think I am missing how these pixel should be translated into char position
  3. I am trying to do infinite scrolling in text mode. The idea is that screen is larger (twice) MAXWIDTH = 96 This is my DLI definition: dl_start dta DL_BLANK8 + DL_DLI dta DL_MODE_40x24T2 + DL_HSCROLL + DL_LMS, a(SCREEN_GAME) dta DL_MODE_40x24T2 + DL_HSCROLL + DL_LMS, a(SCREEN_GAME + (MAXWIDTH * 1)) dta DL_MODE_40x24T2 + DL_HSCROLL + DL_LMS, a(SCREEN_GAME + (MAXWIDTH * 2)) dta DL_MODE_40x24T2 + DL_HSCROLL + DL_LMS, a(SCREEN_GAME + (MAXWIDTH * 3)) dta DL_MODE_40x24T2 + DL_HSCROLL + DL_LMS, a(SCREEN_GAME + (MAXWIDTH * 4)) dta DL_MODE_40x24T2 + DL_HSCROLL + DL_LMS, a(SCREEN_GAME + (MAXWIDTH * 5)) dta DL_MODE_40x24T2 + DL_HSCROLL + DL_LMS, a(SCREEN_GAME + (MAXWIDTH * 6)) dta DL_MODE_40x24T2 + DL_HSCROLL + DL_LMS, a(SCREEN_GAME + (MAXWIDTH * 7)) dta DL_MODE_40x24T2 + DL_HSCROLL + DL_LMS, a(SCREEN_GAME + (MAXWIDTH * 8)) dta DL_MODE_40x24T2 + DL_HSCROLL + DL_LMS, a(SCREEN_GAME + (MAXWIDTH * 9)) dta DL_MODE_40x24T2 + DL_HSCROLL + DL_LMS, a(SCREEN_GAME + (MAXWIDTH * 10)) dta DL_MODE_40x24T2 + DL_HSCROLL + DL_LMS, a(SCREEN_GAME + (MAXWIDTH * 11)) dta DL_MODE_40x24T2 + DL_HSCROLL + DL_LMS, a(SCREEN_GAME + (MAXWIDTH * 12)) dta DL_MODE_40x24T2 + DL_HSCROLL + DL_LMS, a(SCREEN_GAME + (MAXWIDTH * 13)) dta DL_MODE_40x24T2 + DL_HSCROLL + DL_LMS, a(SCREEN_GAME + (MAXWIDTH * 14)) dta DL_MODE_40x24T2 + DL_HSCROLL + DL_LMS, a(SCREEN_GAME + (MAXWIDTH * 15)) dta DL_MODE_40x24T2 + DL_HSCROLL + DL_LMS, a(SCREEN_GAME + (MAXWIDTH * 16)) dta DL_MODE_40x24T2 + DL_HSCROLL + DL_LMS, a(SCREEN_GAME + (MAXWIDTH * 17)) dta DL_MODE_40x24T2 + DL_HSCROLL + DL_LMS, a(SCREEN_GAME + (MAXWIDTH * 18)) dta DL_MODE_40x24T2 + DL_HSCROLL + DL_LMS, a(SCREEN_GAME + (MAXWIDTH * 19)) dta DL_MODE_40x24T2 + DL_HSCROLL + DL_LMS, a(SCREEN_GAME + (MAXWIDTH * 20)) dta DL_BLANK8 dta DL_BLANK8 + DL_DLI dta DL_MODE_40x24T2 + DL_LMS, a(SCREEN_BOTTOM) dta DL_JVB, a(dl_start) If I want to put character in visible part of the screen (while I am not scrolling the screen) I am having trouble. I have determined that I can put character within X position between 4 and 43. That leads to the problem to write a procedure to calculate sprite collision. cx:=43; cy:=20; addresscalc:=SCREEN_GAME + row_max[cy] + cx; // addresscalc:=SCREEN_GAME + cy * 96 + cx; Poke(addresscalc, SWARN); SWARN is a const for character #. As you can see cx=43 draws almost to the right. There is 1 character to the right, same situation is on left when I draw at cx=4. That is problematic when I try to understand and modify playfield after sprite and playfield collision. The question is how should I organize screen and calculate position from pixels to character position in playfield? I was trying to calculate cx and cy with cx:= ((missle_x - 48) div 4); cy:= ((missle_y - 48 ) div 4);
  4. Great looking game! Does anyone thinking about porting it to Commander X16? As so many versions are available?
  5. I have made a tool that have more descriptive options. Try using it. https://github.com/MADRAFi/PMAX_Update/releases/download/v1.0/pm_update_1.0.xex As far as I know there is no up to date manual describing in details what options mean.
  6. New updated version of PokeyMAX Update tool. It should be safe to use it. https://github.com/MADRAFi/PMAX_Update/releases/tag/v0.7-beta
  7. I have prepared my version of config and flashing tool. CORE Flash and Verification was tested and works. Please let me know what do you think about it. THERE IS NO GUARANTEE it will not mess up your PokeyMAX. It is still under testing. Source code is available on github. Beta pre-release download
  8. Is there any technical reason the pokeycfg tool cannot read file system and load rom file with different name? I would like a similar functionality to the uflash tool made by a fjc.
  9. thanks. That works. I have downgraded to 1.23 and can hear sound now.
  10. I have a strange issue with pokeyMAX. I have put chip with 116M08QP. Tested that it plays stereo and mono sounds. Today I have flashed it to 126M08QP. I have no sound except GTIA keyboard. Changed options in pokeyCFG.xex can be (A) Applied but not stored. Verification of the rom went ok same as flashing. My machine is 800XL NTSC version. How can I fix this? Edit: I have tried reflashing and verify the rom. Unfortunatelly it fails.
  11. I have started using MAD Studio particularly Sprite editor part. Here are my marks about usability: 1. When editing multi-color sprite on multi-color sprite editor tab, separate player windows does not update. It happens when you draw on the position of the player which is not currently selected. So When you Paint on the main window and save, you loose your work. 2. When changing color on palette for player (e.g. pcolr0) it does not change it on the player sprite. You have to click again on the sprite surface. 3. There is no way to copy data from Sprite editor to Player animator. 4. There is no way to import BMP as a sprite. Would be useful to draw on other 2d graphics tool and then import ready graphic. 5. It would be very helpful to be able to mark portion of the sprite and move only that part. Not the whole sprite. 6. Copy/Paste between player sprite would be nice. 7. Drawing a big sprite that is 30 line high incorrectly updates during drawing. It shows correct pixels when you stop drawing but it is very misleading. 8. Player Animator source code generator does not generate ready working version for sprite with move animation sequence. Steady animation works.
  12. Hello, Where Can I order current Fujinet? I want to start developing network software
  13. If you think about cartridge roms, no plans so far. Technically it is possible to have it done on special cartridge (writable) but I do not have technical knowledge to make it.
  14. I still have few copies left. If anyone is interested please make an order now. There will be no new copies made.
  15. Thanks Gunstar. Yes usb contains Altira binary and batch file to execute the game in the emulation
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