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Philsan

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Posts posted by Philsan


  1. they are "g2f"ed years ago... --> http://g2f.atari8.info

    Ah, yes, you can find them in the "emkay" folder, I have forgotten.

    Actually Atari title screen is better, thanks to Atari more colors.

     

    EDIT

    I have discovered that Emkay's pictures files names contain the origin of the port:

    DefenderOfTheCrown_ST_Emkay

    Barbarian_C64_Emkay

    So perhaps these images are a port of ST version.

    Emkay, where are you? :D


  2. No.

    If you compare the first pictures, you'll see that the colors inside the letters are different.

    In the second pictures, behind the fire, in C64's version there are green and GREY pixels, in Emkey's version the pixels are green and BROWN.

     

    I think Emkay's pictures are Atari ports from C64 version of DOTC.


  3. try graphics basic on c64. built in sprite editor with load&save, sprite movement and animations done with ML routines hooked up on a "dli". commands to handle graphics, commands to make split screens (bitmap/charmode), make music, whatever you dream off. :)

    or there is SEUCK, giving you a point& click interface to make shot em ups, or Garry Kitchen's Gamemaker, etc.

    I have already programmed games using C64 Basic and the better C128 Basic.

    But I like Atari 8-bit!

     

    EDIT

    No, I don't know Graphics Basic. Where can I found the manual?


  4. Philsan, let me know if that would work:

    - standard Gr.15 screen ($a150 ff.)

    - $0600 - $06ff xpostab,ypostab,sprite pointers

    - $9b00 - $9fff lookup tables and code)

    so you would set a sprite with a=usr(setsprite,sprite no)

    while prior you have to set the xpos,ypos and sprite adress pointers?

    You know that I miss C64 sprites and I am always hunting an easy ML routine useful for Turbo-Basic XL simple game programmers like me.

    A think of a ML routine that moves multicolor sprites with a command like A=USR (XXXXX,SPRITE#,SPRITESHAPE,XPOSITION,YPOSITION).

    This routine must not conflict with graphics 15+16 screens (that can be easily made on PC, converted to .mic format by Graph2Font and loaded from disk by TBXL).

    With softsprites do we have collisions detection?

    Do the softsprites overlap like normal players/missiles?

    I imagine that softsprites colors are the same 3 colors of graphics 15 and not free like PMG.


  5. so... now the intersting part in Gremlins is... very interesting... ;) the evil gremlin has 12x20 pixels in multicolour (sounds kind of familiar... ;)) and the sprite pointer to each sprite frame is incremented in 63 bytes.... (unbelievable... ;) but true, not 64 or 60 bytes (3*20))... so it seems even Gremlins was considered as multiplatform? but i doubt that the c64 version does use sprites multiplexed instead of bitmap sprites.

    Is it possible to program a soft sprite ML routine (for example 3/4 12x20 multicolor sprites) that can be used in Turbo Basic? :-D


  6. I have received some programs transferred years ago to PC and I have found De Re Pac-Man, an interesting Basic/ML game.

    post-12528-1210174078_thumb.png

    I have searched the well-known software websites but I haven't found it so I have decided to post it here (I have inserted it in an autobooting .atr image).

    DeRePacMan.zip

    • Like 3

  7. Does someone has a retail box of The Last Starfighter game?

    No.

    Does someone has a retail box of Star Raiders II?

    Yes.

    In fact The Last Starfighter for Atari 8-bit computers was developed but never sold.

    Ultimately, the home computer version was retooled, renamed, and released as Star Raiders 2 (Wikipedia).


  8. You already know that I love Atari computers (1979) and I am not a fanboy so I am able to appreciate C64 (1982) and to stand the fact that perhaps the latter will have the best version (at least if you spend the same time programming on the two platforms).

     

    My obvious answer is: yes, I am interested in seeing multiplatform development.


  9. Greetings from the evil side... as more I get used to the chip set as more I realise how much quicker I get... no tricks here yet... no inline changes, no "DLIs" etc... just simple plain code...

     

    Do you know that with those 8 large multicolored sprites you're turning the knife inside of me?


  10. The game and Jean Michel Jarre music are wonderful.

    If I am not wrong not all music belongs to JMJ.

    I think it would be better to use only his music instead of mixing different authors.


  11. Analogue Multiplexer, thank you very much for your work and your technical explanations (thanks also to peteym5).

     

    With your corrections the routine doesn't flicker anymore!

    Yes, it's not the fastest PMG ML routine, but I have discovered that it can be compiled by Turbo-Basic XL.

    I have tried many routines but one flickers, one doesn't support missiles and double line resolution (Page 6), one cannot be compiled by TB...

    This routine is also very simple to understand.

    Do you know a better routine?

     

    I attach a new disk image ("PM_Toolkit_3") with all programs corrected and renumbered.

     

    EDIT

    I have only one problem.

    In TB, I can load a picture before starting the routine.

    If I load a picture after starting the routine the picture is damaged.

    You can test this entering and running the program "TEST.LST" in the image "PM_Toolkit_Test".

    You load the picture pressing the button.

    PM_Toolkit_3.zip

    PM_Toolkit_Test.zip


  12. As you may already know, after finding the listings, I have typed in the P/M toolkit described here:

    http://www.atarimagazines.com/compute/issu...ics_Toolkit.php

    This ML toolkit seems perfect (for example other ML routines don't move missiles, are only in single or double line resolution, etc.) but there is a problem: the player sometimes flickers!

    You can enter and run the file DEMOTANK.LST from the attached disk image to see what happens and read the listing.

     

    Can someone tell me why this happens and if there's a solution?

    PM_Toolkit.zip

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