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Everything posted by matosimi
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Vaults of Nhyrmeth (was 'dungeon crawler attempt')
matosimi replied to clth's topic in Atari 5200 / 8-bit Programming
Nice game. Really huge improvement since the previous madpascal version (the depth redrawing was annoying). Keep up with the good work. -
Hi Jon, thanks for updated version. I just played it and finished on first try . I played the game many times when I was kid. I can see 2 mini bugs: 1. number "5" is a bit changed (1 line) ... I suppose unintentionally. 2. rocket DLI is starting 1 scanline later than it sgould... producing PMG artifacts when rocket is on very top position (I just checked original release and it "suffers" from the same bug) BR, Martin
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Need help with my music player code
matosimi replied to Synthpopalooza's topic in Atari 5200 / 8-bit Programming
maybe it would be good if you put some comments to your code so there would be no time wasted by guessing what you mean btw the *.asm file made my day, mixed caps, 4types of indentation ... looks like intentional joke to me -
One more experiment, just out of curiosity: stereoexperiment.xex
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ELI STEREOMODE==4 ;* L1 L2 L3 L4 + reverb in R1 R2 R3 R4 ldy #$ff v_audctl equ *-1 sty yyy lda ptr add shift ;play up to 16 cycles old sounds and #$0f sta tmpptr :3 asl @ add tmpptr ;multiply by 9 (buffer size of 1 set) tax .rept 9,# mva storage+:1,x $d210+:1 .endr lda ptr :3 asl @ add ptr ;multiply by 9 (buffer size of 1 set) tay .rept 4,# lda trackn_audf+:1 ldx trackn_audc+:1 sta $d200+:1*2 sta storage+:1*2,y stx $d201+:1*2 txa sta storage+1+:1*2,y .endr ldx yyy stx $d208 txa sta storage+8,y inc ptr lda ptr and #$0f sta ptr rts storage .rept 16 ;sound buffer size :9 dta 0 ;one set of sound params .endr ptr dta 0 ;actual buffer index yyy dta 0 shift dta 15 ;amout of delay (0-15) tmpptr dta 0 ;delayed buffer index EIF Here is the code if you are curious. Maybe it could be coded more effectively, but I'm ok with it.
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I have just done some tests with pseudo stereo hack.. where you have 4 channel song, where you play all channels on left and all channels on right with some delay. stereohack_music.xex you can control the delay by pressing "1" (+) and "2" (-) keys - it starts with no delay and goes up to 16 cycles. What do you think? I suppose delay 1,2 or 3 could be used, more than 6 is quite disturbing.
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In Castle Defender I'm using custom mode LBBR (B = both), which sounds stereo but not that divided. This of course (based on our new knowledge) is possible for "simple" (single channel) instruments only.
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I just tried small test and you are right. However I tried several variations of code and presence of first ;???? line did not make a difference... Maybe there is some hidden function there as well, but maybe it's just a bug. Unfortunately there is no option to enable these modes directly in RMT editor... I believe that is also the reason why they are rarely used. I had also discussion with guys behind ASMA that tunes of some of my games are not correctly replayed in ASMA because their respective SAP files are compiled as MONO (Skyscraper and Castle Defender). I had to build correct SAP files on my own to fix this.
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Hi all, I usually modify rmt player routine to create my own stereomode, but I'm a bit confused about existing alternate stereo modes built in rmt player... for instance: ELI STEREOMODE==2 ;* L1 R2 R3 L4 ldy #$ff v_audctl equ *-1 lda trackn_audf+0 ldx trackn_audc+0 sta $d200 stx $d201 sta $d210 ;???? lda trackn_audf+1 ldx trackn_audc+1 sta $d210+2 stx $d211+2 lda trackn_audf+2 ldx trackn_audc+2 sta $d210+4 stx $d211+4 sta $d200+4 ;???? lda trackn_audf+3 ldx trackn_audc+3 sta $d200+6 stx $d201+6 sta $d210+6 ;???? sty $d218 sty $d208 I have marked confusing lines with ";????". What is the purpose of those lines? If there is some purpose, why there is no such line under lda trackn_audf+1 block? -is it a bug?
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Hello, I have checked the sphinx-7800 project, there is ZERODEF.S that links all other includes together. I do not use github for my Atari projects, simply because it does not allow private repositories for free. I do use sourceforge and SVN repositories (even now sourceforge provides git repos as well). BR, M.
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Unicorns season: Prince of Persia for the A8!
matosimi replied to rensoup's topic in Atari 8-Bit Computers
...just fyi -
I just converted everything to SAP format... together 51 SAP files, some of them with subsongs (already emailed to address above). It was quite fun, especially for mindfuck then nemezyro, quarrion, back to the cyberspace, skyscraper, castle defender... all of them are custom-built SAP files with modified players. (my custom stereomodes for RMT, CMC stereo double and mindfuck created in ultra rare version of TMC) matosimi_SAP_conversions.zip
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Hi Xuel, only few of my games/demos have music added to asma database. Most of them are available in source format (mostly RMT) here: https://sourceforge.net/u/matosimi/profile/ But for instance Laser Blaster is TMC2.0 (no idea which version) ... and MindFuck is also TMC2.0 but I think it is quite uncommon version... like 2.0e (if something like that exists). Monex has two CMC tunes that are in asma already i think, @Poison would know. Quarrion and Nemezyro are CMCDouble tunes. Remaining stuff is RMT. Could you add it all to ASMADB? or it would be easier for you if I send you zip with all the modules? M.
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This thread reminded me we have never released final boxed version of RR... You can see Silly Venture edition on the picture... if I remember well, it was sold in cardboard box with some level cards and game description. We had box design done, but then it was decided to change the design and I don't even know how it all got lost. Still, I have never seen nor touch RR cartridge...that's kind of sad.
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This is caused by overlapping of interrupts, the only solution to fix this would be no music in splash screen when ntsc.
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Castle Defender 1.1 has just been released! http://matosimi.websupport.sk/atari/2020/02/castle-defender-1-1/ Enjoy!
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I'm not saying it's impossible, but it would require lot of effort. Level graphics is not tile-based, so it's regular bitmap. There are lot of data that are level specific: enemy paths, distance between enemies, enemy queues, enemy designs, enemy health & shield, tower spots. All of this would need to be parameterized in the editor. I can provide the data structure for someone who would like to code the editor, but I refuse doing it.
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This jumpstarted me to finalize Castle Defender. There were some graphical bugs/glitches that I fixed yesterday and today. I have couple things still on my list, but I hope new release will be out very soon.
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I like how Xirius Defect XXL got hacked into this thread. Regarding Gravity Worms, nice game. Have you designed the levels or they are taken from "original" game? I played couple of them and I have to say they are quite evil. It must be super hard to design them cleverly. Regarding U1MB, I did not even know what U1MB is until I read this thread :)... i did not understand what were your intensions, but I have stock 800XL so it does not concern me.
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Sikor, if you want 40-bytes wide screen export use my Atari Map Maker, that's the correct tool for such task. http://matosimi.websupport.sk/atari/2016/02/atari-mapmaker-v1-0/ Note there is version 1.1 available on sourceforge, it seems I forgot to publish it on my website 🙂
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Hi all, Atari FontMaker 1.5 has been released. There are lot of fixes and new stuff: You can download it here: http://matosimi.websupport.sk/atari/2020/01/atari-fontmaker-1-5/
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Hi all, Castle Defender is out for public: http://matosimi.websupport.sk/atari/2019/11/castle-defender/ Enjoy!
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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.
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Either is their backend proprietary or running on SAP
