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Posts posted by matosimi
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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.
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@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
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45 minutes ago, _The Doctor__ said:was it updated or fixed?
no, not yet
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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
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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):
I had to change Kernel makefile (add label) like this:
..now whole solution can be built.
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On 11/18/2020 at 5:42 AM, Yautja said:Mmmm... no ATR nor XEX file for Detonationix? Just for a friend of mine who doesn't know how to assemble with mads... :S
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Hello all,
Detonationix is now available for download here: http://matosimi.websupport.sk/atari/2020/08/detonationix-abbuc-swc-2020-entry/
Note that game has one bug that I could not fix due to lack of time, so there will be an updated/fixed version released in "couple" days.
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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
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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.
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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:
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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...
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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.
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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.
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@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.
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Not that easy, but possible... But at what cost?
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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.
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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.
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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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so... version 1.5.1.64 has been released...
http://matosimi.websupport.sk/atari/atari-fontmaker/
From now on the archive contains 32bit and 64bit builds.
@vitocoI have fixed the recolor disappearance behavior
fixed lot of internal stuff
fixed *.raw load/save behavior based on "40bytes" checkbox
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4 hours ago, skr said:Doesn´t compile, too.
I leave it for now, as I have no experience with Lazarus and this seems too complicated for me and I have more important things to do.
I struggled a bit, but here is "experimental" 64bit version, maybe your mac would be able to emulate now
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Most efficient compression for Atari
in Atari 8-Bit Computers
Posted
20 bytes in zero page and no buffer?
do the 16bytes (except _src,_dst) have to be initialized to zeros on run?