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matosimi

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Posts posted by matosimi


  1. It is nice, i remember trying some early versions that had no STAT screen.

    some suggestions:

    1. space, return, tab - too confusing, it would be nice to simplify

    2. I would suggest joystick controls. You can assign 2 actions to single joystick button.. so the short click could do attack/use..and long click (hold) could switch between game/stat. (In His Dark Majesty, long click caused next game round). Of course this would require some indicator (progress bar) that fills up when you hold fire. I used long click in my Roxblox to reset the round.

    3. Am I correct that RETURN key causes attack? I was not even able to kill first spider, tried 3 times (on 4th try I killed him). If I understand well CLUB has some reload time, so I have to wait until I can use it again (it would be nice to replace "inverse" reload indicator with progress bar). It would be also nice to see how many health points each of my attacks took.

    • Like 2

  2. @Wilheim is there a reason for using Exomizer?

    I am using deflate/inflate in my recent projects (depack on the fly) and it is pretty convenient. I'm sure there are faster decompression routines out there, but I think the compression ratio and ease of use is best here.

    I have been using zopfli https://github.com/google/zopfli (which allows you to force compress more) to compress my data into header-less deflate files directly on PC... and inflate https://github.com/pfusik/zlib6502 to unpack on Atari.

     

    Whole process is described on the page linked above.

     

    By using this I was able to put 4 full screen narrow hires images (levels) in game Castle Defender (link in my signature), so there is no need to load each level from disk individually on demand... everything is stored in stock 64kB memory.

    Just FYI: 35kB of data compressed to 17kB;  + you have to reserve 8kB for unrolled (uncompressed) current level. ... so 35 + 8 = 43 whereas 17 + 8 = 25 ...that is 18kB saving opposed to having all uncompressed. That is just example, there are lot more compressed data under OSROM,BASICROM in the game:  https://sourceforge.net/p/castle-defender/code/HEAD/tree/trunk/data_relocator.asm

    • Like 1

  3. 13 hours ago, slx said:

    Thanks for sharing and for giving us a new game. The only ‚bug‘ I encountered was very twitchy controls. Maybe you could add a little (more) delay before a control input is processed a second time (and/or wait for controls returned to neutral for a bit). 

    you will see that towards completing the game the quick control responses are vital


  4. On 11/16/2020 at 1:04 AM, phaeron said:

    http://www.virtualdub.org/beta/Altirra-4.00-test20.zip

     

    • SIDE3 fixes for cartridge emulation and SDHC capacity reporting.
    • Added .side3 debugger command.
    • Fixed Ctrl/Shift+Space not being bound correctly in the direct key layout.
    • Ctrl/Shift are now blocked from keyboard processing for virtual key bindings when used in input maps, unless the 'share' option is set. Note that character (cooked) bindings are not affected, because of the way that the OS keyboard driver works and AltGr being equivalent to Ctrl+RAlt.

     

    Hi Phaeron,

    I'm trying to compile latest source and I'm having troubles with Kernel part (worked in 3.90):

    image.thumb.png.f585231ffddd202092ac4237f6d3fb46.png

    image.thumb.png.f133944a2366345c895767501abd795c.png

     

    I had to change Kernel makefile (add label) like this:

     

    image.thumb.png.8f74c088ccdce5024ced8c825523d4ef.png

     

    ..now whole solution can be built.

    • Like 1

  5. 25 minutes ago, rensoup said:

    I'm not sure what 2 tone mode is, care to give some details why it doesn't work in the original thread (we've totally hijacked this thread)? 

    No problem.

    Honestly I'm still quite not over the fact that my mdcmc is the same as dmc, it took me couple of hours to analyze the sources and code the mod.

    ... So no problem with the hijacking, really

    • Like 1

  6. 12 minutes ago, Marius said:

    A great. I will check it out soon!

     

    (Is that also fixed in the player-routine then, in case I might use one of the newly created CMC's in a demo or game in the future....)?

    Do not use embedded player in the CMC editor, but use the one in the repository instead (linked in original post)... it was already ok, only composer had this bug.


  7. 27 minutes ago, Marius said:

    I most certainly should give this one a try. Although today it seems to be a quite obsolete music editor (compared to other formats like RMT, but even compared with TMC and MPT), but it is the only music editor I ever learned to use. 

     

    Is this updated version also compatible with atari's with a STEREO upgrade? I noticed that originally CMC songs do weird things on Stereo Atari (which has to set to mono with the switch to sound good).

     

    Thanks for keeping CMC alive. I will give it a try soon!

    I have not spotted this, but there was a call to $d21f (which indicates 2nd pokey) in the editor and it of course messed up the sounds.

    Here is the fixed version, it took me a minute to fix this:

    cmceditor.xex

     

     

    • Like 1
    • Thanks 2

  8. 9 hours ago, rensoup said:

    that's an expensive player 😲 

     

    Sure, the better question would have been: Do you update the pokey registers twice in a row rather than in the Vbi then in a DLi midscreen ?

    Or are you only updating them once per frame ?

    its updating twice a frame

    2 hours ago, fox said:

    Are you aware of CMC DoublePlay made by Greg in the '90s?

    I have done some research, CMC DoublePlay by Greg is a bit different mod. His CMC is actually being executed twice a frame (normal cmc module is playing twice the speed).

     

    However when I changed the speed from 05 to 10, it sounds pretty same as Datri's mod :)

     

    I have also found that (with respect to the player greediness) it also runs through 72 rasterlines and it is just executed twice in a row (no midscreen execution).

     

    So now i know the only difference is that Datri's double mode does not count second execution of replay routine as separate, so there is no need to slow the tempo.

     

    replay routine from Greg's DMC:

    	jsr cmc.replay+6
    	jmp cmc.replay+6

    replay routine from Datri's SDCMC:

    	jmp cmc.playDouble
    
    playDouble
    	jsr play
    	lda czygrc
    	sta tmp01
    	lda #$01
    	sta czygrc
    	jsr play
    
    	lda tmp01
    	sta czygrc
    	rts

     

    hmm... I did not want to reinvent the wheel...

    • Like 1

  9. 2 hours ago, Heaven/TQA said:

    nice.... how much rasterlines does the player consume?

    around 72 compared to 52 of original cmc

    1 hour ago, rensoup said:

    So are you just calling the replay routine twice in a row rather than in the Vbi then in a DLi midscreen ?

    nope, that would play the music in 2x speed; replay routine consists of 3 parts (executed on 1st call) and in the 2nd call only 3rd part is executed.

     

    • Like 1

  10. Hi,

     

    I have created modification to classic CMC (Chaos Music Composer) that extends replay routine same as it is in stereo SDCMC by Datri... which results in better and richer drums. This playback mode requires only single call of replay routine per frame.

    You can read some info and download the binaries here: http://matosimi.websupport.sk/atari/2020/10/mdcmc-mono-double-chaos-music-composer/

     

     

    There is demosong p6mondbl (on the mdcmc disk image) that has instruments adjusted for this modified version of CMC (Thanks to @Poison for quick adjustment).

     

    MDCMC player source can be found here: https://sourceforge.net/p/mdcmc/code/HEAD/tree/

     

     

    Enjoy.

    • Like 9
    • Thanks 4

  11. @phaeron would it be possible (worth) exposing altirra console over network, so it works be possible to control the emulator over telnet.

    So there could be eventually an external sw able to control the emulator like stop the   emulation , get values from addresses (or address range), set values and resume the emulation.

    This way it would be possible to create external guis for tools, AI controlled second player (in games where only human players can play), central (cloud) cheats tool, central (cloud) high score tool and some more.

     

    Maybe it is to much to ask, I'm just wondering if this have crossed your mind.


  12. This is chckxex of the exe file:

    001:     $0200 $02A4: $00A5
    002:     $02E2 $02E3: $0002
         INI $0200
    003:     $0200 $020F: $0010
    004:     $02D8 $02DF: $0008
    005:     $030F $03A5: $0097
    006:     $040F $041E: $0010
    007:     $043F $04A5: $0067
    008:     $0626 $0635: $0010
    009:     $0800 $27F0: $1FF1
    010:     $2800 $67FF: $4000
    011:     $6800 $8184: $1985
    012:     $849F $84F0: $0052
    013:     $8659 $89C1: $0369
    014:     $9000 $9026: $0027
    015:     $9043 $94C5: $0483
    016:     $9500 $9C7F: $0780
    017:     $9CD6 $B25F: $158A
    018:     $B263 $B64E: $03EC
    019:     $B800 $CE33: $1634
    020:     $CE36 $CFCA: $0195
    021:     $DF07 $F2C5: $13BF
    022:     $F882 $F8BF: $003E
    023:     $F900 $F9BF: $00C0
    024:     $FA00 $FF0A: $050B
    025:     $D800 $DF00: $0701
    026:     $02E0 $02E1: $0002
         RUN $9DB6
    027:     $0015 $0015: $0001
    028:     $0018 $0019: $0002
    File 'C:\Users\msimecek\Downloads\Reharden.xex' is OK.


    checkxex clearly shows there are blocks 001-009 that are loading into low mem areas including 009 where DOS is usually placed.

    So this xex is for emulator only, however if you would play with SuperPacker , you could merge and pack these blocks and place it to load at the end, depack and run. - that could make it feasible for realhw (resp. running from DOS).

     

    I just realized there are also blocks storing data under osrom... so it would not be that easy, because DOS is utilizing osrom for i/o calls.


  13. On 8/25/2020 at 7:05 PM, pps said:

    Hmm. Not sure if I find the time to learn another programming language in next days ;) Maybe someday.

     

    edit: I looked at the source directory and the extender of some of the files is .pas - Did you code in Pascal and use Delphi just for compiling? Then I could have some more luck - Pascal I used for some projects in the early 90s...

    Delphi is just Pascal with modern IDE and form editor.


  14. 2 hours ago, pps said:

    btw v1.35 does the rendering well on the same machine.

    That's life.

    Lot of changes were made since 1.3.5, it is built with completely different environment.

    Source is free, so you can build your own native arm executable yourself.

    I do not have such hw nor emulator.

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