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matosimi

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matosimi last won the day on October 25 2015

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About matosimi

  • Rank
    Moonsweeper
  • Birthday 04/09/1984

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  • Gender
    Male
  • Location
    Slovakia - Bratislava http://matosimi.atari.org
  • Interests
    8-bit atari coding

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  1. Hi all, I have written a long blogpost about working on Castle Defender game, you can read it here if you are interested: http://matosimi.websupport.sk/atari/2019/08/the-story-of-castle-defender/ Please keep in mind I did not go very deep in the topic however it is not very shallow either. Hope you enjoy reading it.
  2. Either is their backend proprietary or running on SAP
  3. My entry has just been submitted
  4. I'm using php for some data file conversions, I like python but there is a reason why I used php. I'm working on one game conversion and the original game itself is disk-based and the data are incompatible, so I need to rewrite all loading routines and at the same time I have to retain all the data packed in the memory and unroll only those parts that are needed at the specific level. all leveldata are in 4 assembly files each of which which consists of 5 data blocks of same size. I'm looking for some ellegant way to build the data (several DTA lines) w/o need to split each datablock source in 1 single file which would eventually result in 20 source files where each would need to be assembled to get 20 obx files and then strip the atari data block header and get 20 "bin" files. I thought I would be able to do this with single MADS source file. I want to avoid manual actions when building the game, I would like to get some batch file that could execute all actions which will finally end up in single obx(xex) file. .get, .put, .sav are handled at assembly time. You can load binary file using .get, then you can perform some data transformation with .get/.put in .rept loop and afterwards you can materialize (insert) the final data to your binary output using .sav. ... It seems the correct workaround will be to put all 20 data blocks in one asm source file and assemble it to single obx file... which will then be beheaded and cut into 20 pieces by php/python script.
  5. Hi, I'm having another dilema. I have one file which contains data for 5 levels. Each level data is let's say 64 bytes long. My goal is to generate 5 binary files which will eventually be deflated and unrolled to actual level data buffer during gameplay. Are there any mads directives that could I use for this? I was thinking of .SAV, but I'm dont know how to fill the buffer with .PUT. All that i need is some command similar to what .writemem in altirra does, but instead of writing data that are in the emulator ram, I would need to write part of data within some datablock. data could look like this: org $3000 level1 :64 dta 1 level2 :64 dta 2 level3 :64 dta 3 level4 :64 dta 4 level5 :64 dta 5 and what I would like to do is something like: savetofile level1, level2-level1, "level1.bin" savetofile level2, level2-level1, "level2.bin" ... and so on (start address, length, filename) so the result will be 5 files level1.bin ... level5.bin each 64byte long containing the data (just repeated level numbers in this example) is it possible to get this?
  6. I have been playing around with BBC Micro code and I have found one handy feature of beebasm compiler (directive) which is called "guard". So "guard" is coupled with previous "org" and it looks like this: org $2000 guard $2100 ;bla bla code org $2100 ;bla bla data if your code is so long that compiler reaches $2100 it shows the error that code reached guarded address. This way it could be possible to prevent code and data overlapping... which sometimes occurs if you are not carefull enough. note: to be honest, this could help me back in the days when I was using orgs very much, but these days i'm usually placing all data after code separated by .align and additional orgs I usually use only when adding rastapictures,g2f or rmt.
  7. Love this one, because I don't need to rewrite insides of those repeats, only minimal touch is needed.
  8. @NRV: thanks, looks nice @JAC!: Your solution is utterly evil
  9. Hi guys, is it possible to run .rept within .rept in order to do something like this? for x,0,nosprites-1 for y,0,3 dta (sprites+14*y*4+x*14*4*4) / 256 next next
  10. i have found mirao's plugin to VSC couple months ago and it is not very sophisticated, since it is only code highlighter. I have been looking into VSC documentation on how to define language dependent code folding (.proc, .local ... etc) and it was too much for my brain. It would require more studying than I expected. VCS is based on some JS and/or other script ... nothing I am fan of. So I keep using PSPad with my own highlighter (it's a bit different to one that is distributed in MADS package, but only a bit).
  11. sorry for hijacking the thread, but would it be possible to convert Scott Adams adventures to single disks as well? http://a8.fandal.cz/search.php?search=scott+adams&butt_details_x=x
  12. @gorgh: game is very nice. It took me 15 minutes to finish it with 9 lives left... - bit easy for me Nice work, it reminded me 1st splinter cell for old samsung cellphones (j2me)
  13. just press fire, or space. blob either performs high jump or long jump ... it depends on the current situation. There is no long+high jump. you just have to get used to timing of jumps, they are not instant... instead there is a delay between pressed jump key and actual jump action.
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