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Steril707

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Posts posted by Steril707


  1. Heh. Just that day I was driving down the street where our Amiga shop used to be, and it took me back. That was really a great time for computing... things weren't so boilerplated and everyday as they are today. Mom and Pop shops could still make a buck, and there were real choices you could make.

     

    Yup. Same here. The 386 with VGA was the death-bell ringing for the Amiga and ST. The worst part of that is that the Amiga and ST could have lasted for awhile longer, had the games EVER taken advantage of the hardware available to them.

     

    You are with the notable exception of those Sierra games talking about later VGA games, published after 1990. There were tons of games for the Amiga and ST, and a few of them got ported to EGA and CGA on PC. This changed with 256 colors VGA and 286 processors taking the lead in the early nineties, and no real response from Atari or Commodore. The 256 colors mode on the later released AGA chipsets on the Amiga were not as easy to program as the VGA ones, for they used three bitplanes for red, blue and green, instead of putting all the colour information into one byte like on the VGAs...

     

    And then the whole company folded in 1994/5, so we will never know if something capable would have come out of this, though i don't think so.

     

     

    I don't know if anybody of you had ever programmed on the Amiga, but i can tell you that the games those days and especially at the end of their lifespan really took these machines to the max.


  2. I have to wonder who Commodore (or the company masquerading as Commodore these days) thinks they're appealing to in marketing me-too Wintel boxes with the Commodore logo on them. People who actually recognize the Commodore brand from their C64 or Amiga days are probably just going to be pissed to see it plastered onto a bunch of soulless Windows machines, and the testosterone-crazed teenagers who are in the market for high-end gaming rigs think that Commodore is, like, old, and won't be impressed by the logo even if they do recognize it.

     

    +1000


  3. I have a Wii since january now, and i really feel that the graphics suck. There is simply no excuse for these "cash ins".

     

    I love Wario Ware or Wii sports, but those games don't try to look realistic anyway, so thats okay for me.. But this Tiger Woods crapfest just makes my eyes bleeding. I was really looking forward to a nice golf game, and would have bought it in an instant, but i think this game looks worse than Wii Sports Golf in a way.

     

    Miyamoto has adressed this, The Factor5 guys talked about it, and me and a lot of other people feel there is really no excuse anymore for Sub GC Graphics on the Wii.

     

    I am not a graphics whore, being mostly a retro gamer, but i like games that take their systems they run on to the maximum graphicswise. And i expect this form the Wii...

     

    I guess the current crap graphics on the Wii is the reason why Metroids' and Super Mario Galaxys' release got pushed back. I think Nintendo really wants these games to make a difference in the graphics department.


  4. My greatest disappointment with both the Amiga and the Atari ST were that too many titles were EGA ports from the PC.

     

    I have never heard nor experienced this myself... Please name those titles that you are talking about. I can not even remember one game being ported from PCs before 1991 (the PCs' "EGA" age).


  5. I play some Wii at the moment, mostly Wii Sports, sometimes a little bit of VC stuff like Mario Kart 64 and Mario 64, which makes my head hurt... hmmm

     

    Untill a month ago i played a lot of SNES, mostly Yoshis Island and Super Mario World...So i hope for Super Paper Mario to kick ass...

     

    I bought Pikmin and Metroid for the Gamecube part of my Wii. Pikmin is very nice at the beginning, but gets quite boring later on...its too short...

     

    And Metroid is something i dont understand, really...Especially the hype surrounding it.

     

    I mean, why should I play a FPS like that? I have been into Quake since day one on my PC, and i really dont get into gamepads for playing this gamestyle.

    And, this game adds really nothing new. Even Quake 1 had more interesting puzzles, and, more athmossphere...

     

    The rest is emulators, me and my girlfriend like playing Ladybug and this new Pacman on the VCS.


  6. I have been to the stores here in Muenchen/Germany yesterday, and so far there were not that many units sold i felt..Large stockpiles standing around...Wii was sold out as always...

     

    Microsoft lowered the price for the Premium X-Box down to 300 Euros...This will make it very hard for the PS3..You can really get a Wii and a Premium X-Box for 50 Euros less than a PS3...

     

    I have never been a big Playstation Fan (i kinda feel it killed off Sega), but i always liked Sony a lot, when they still did the AIBO and had all of these technological Visions...So i really don't want them to fail...

     

    I hope the PS3 gets down to a more exceptable Price point in one year so people will embrace it more readily...


  7. While pong had the "first analog controller", lets not forget that the 5200 had (what I think is) the first analog joystick. Everyone else is a ripoff! :P Some of these arguments can be so petty... :)

     

    Nope, sorry to have to correct you, but the GCE Vectrex had the first analog ->joystick<-...


  8. I like David Perry for having the vision of releasing something like MDK ten years ago, but i really don't know what he is doing these days..

     

    Miyamoto rocks, and personally i like his view of things. Will everybody follow him? No, definitely not, but me, getting into my mid thirties now, i enjoy playing the "friendly" stuff he is envisioning. It doesnt have to be shooting people into the head all of the time for me now.

     

    I have met Tetsuya Mizuguchi two times in my life personally in Tokyo, and he is a really cool person, i feel he deserves all the praise people give to him.


  9. Yesterday i downloaded Mario 64 for my Wii's Virtual Console, and after a while of playing, i noticed that i got severe headache.

     

    I remember while playing early 3d games back in the nineties, like Doom or Quake, i felt the same...On my first game of Doom after playing for a few hours i even vomitted afterwards, and had heavy headache the whole evening.

     

    I dont have any of these problems with newer games, so i was surprised to have these problems with this old title..

     

    Does somebody know where this "3D-Sickness" from early 3D-games comes from, and why it happens?


  10. Just wait until Friday, when the FC Augsburg will stomp the Munich Lions into the ground. Again. :P

    i will remind you about this post of yours after next weekend... :D

     

    If I were from Munich, I'd rather go hiding under a rock... :grin:

     

    Heya! Augsburg won 3:0! Again! :P :lol: :P

     

    :x

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

    :x

     

    Well, the charm of being a Lions fan is getting accustomed to them losing all the time anyway, o i somehow expected this... :D


  11. Without looking at your code at all, have you double-checked to make sure that you aren't testing the joystick bits backwards?

     

    EDIT: I ran the binary and it looks fine to me; the player graphic moves correctly. :?

     

    I also checked your joystick code and it looks fine, so...what's the problem? :)

     

    damn, that was the right code coupled with the wrong bin... :x

     

    (small edit: if you assemble the "redline.asm" you will notice what i mean, anyway, tomorrow i will post the bin file that i mean, sorry for the inconvenience..)


  12. I have been experimenting around with 2600 programming a little bit, and i have to say there is really a lot of weird stuff going on...But on the other side it's a lot of fun to get this machine to do those little things.

     

    Maybe someone can help me with my code, i am so far satisfied with my results, but i really don't have any idea why my Player graphic is always going downwards. Well, i know off course that my joystickroutine tells it to do that, but why is the "down"-bit set in there? I cannot see any reason for that anywhere in my code...

     

    Thanks for your help..

    my_first_kernal.zip


  13. I know now that the problem was...

     

    The offset in the Motorola 6809s indexed mode is signed...so after a value of 127, it just started scooping around somewhere in front of the byte table...

     

    I worked around that in using only 127 bytes tall tables, but that means everything runs at half of the precision than before. Well, i hope i can find a walkaround to this somehow..


  14. Here are some screenshots:

     

    Wow!

     

    That reminds me of something... Did any of those crazy vectrex programmers ever try converting a

    episode?

     

    I thought of some ideas for a vector graphics fighting game back in 1996, although instead of silhouettes, I wanted stick figures. My rationale was that the characters would move more smoothly, taking advantage of the Vectrex's famously silky animation.

     

    JR

     

    like this:

    http://www.kontraband.com/show/show.asp?ID...ywords=XiaoXiao

     

    ????

     

    Well, please do it, i am looking forward to that... :D


  15. The lookup table sounds like a fine idea.

     

    Since the other divisor is 18, the resulting values are always < 16 for both divisions, so you can pack both values into one single 256 byte table (hi/lo nibble), though for the cost of splitting the value again before accessing it.

     

    Sounds reasonable..Seems people from Augsburg and its vicinity are more clever than their reputation suggests ;) ...


  16. If there are any ways to do this without a division, i would be glad to hear them.. :)

     

    Sure, just do 16 bricks ;)

     

    Well, the fastest solution is a 256 byte lookup table.

    2nd fastest is an unrolled cascade of 11 compares.

    3rd comes all the math mumbo jumbo... :lol:

     

    The lookup table sounds like a fine idea.

     

    Thanks... :)


  17. ... need to make a more clever collision checking routine...Which will need divisions other than by 2...And well, i have evaded that since my day one of 6809 asm ....

     

    I have seen a thread here about division by 15 (seems to be important for sprite positioning on the 2600) with the help of a table, but i didnt quite get it.

     

    Can somebody give me a pointer in the right direction how i can build up my own table, and use it in my game. I need to divide by 23 and 18 btw...

     

    Thanks a lot...

     

    Now what I would usually do here is to give you some great routines for multiplying and then show you how you can divide by 23 by multiplying with the reciprocal. Then someone else would come along and ask exactly why you needed a divide by 23 and 18 and then it would be found out that there was a way to avoid them in the first place.

     

    So, we can just skip the fast multiply and divide routines for now and talk about why you need the divide routines. ;-)

     

     

    hehe, point taken... :)

     

    Okay, i will explain... In my current routine, i check every (displayed) brick for having contact with the ball. I take the coordinates out of a table, thus avoiding any multiplications or divisions. This worked very well after a few tweaks, but needless to say, it really eats up cycles like crazy.

     

    The obvious idea now would be to see where the ball is, and then check if there are any bricks having a collision with it.

     

    For that i need to divide the X position of the ball by 23, because i have 11 bricks, and my screen is (virtually) 256 pixels wide, and 256/11 is 23.11 period ...

    after doing the same with the Y position i can compare the new value with my playfield matrix in ramspace, that looks like this

     

    fcb 0,0,0,0,0,0,0,0,0,0,0

    fcb 1,1,1,1,1,1,1,1,1,0,0

    fcb 0,0,0,0,0,0,0,0,0,0,0

    fcb 0,0,1,1,1,1,1,1,1,1,1

    fcb 0,0,0,0,0,0,0,0,0,0,0

    fcb 1,1,1,1,1,1,1,1,1,1,1 (for example)

     

    and voila, i see if i have a collision.

     

    If there are any ways to do this without a division, i would be glad to hear them..

    :)

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