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Everything posted by Thelen
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Very sad...It shivers me... died so young...
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ATARI 8-Bit, my first VBXE-SlideShow :)
Thelen replied to andymanone's topic in Atari 8-Bit Computers
Very nice to see these pictures and in-out shading on the VBXE, great job! -
Put characters in display ram isn't ATASCII?
Thelen replied to Thelen's topic in Atari 5200 / 8-bit Programming
Thanks both, great feature of Mad Assembler!! -
Put characters in display ram isn't ATASCII?
Thelen replied to Thelen's topic in Atari 5200 / 8-bit Programming
Great! Thanks for the quick reply! -
Put characters in display ram isn't ATASCII?
Thelen posted a topic in Atari 5200 / 8-bit Programming
Hi All, I'm putting bytes in the display ram in textmode- but these bytes don't correspondent with the ATASCII characterbytes... (so I'm always struggeling with this) - why is that, and is there a list of the characters with the corresponding bytes to put in displayram? Thanks! -
Two Birds, One Stone WIP (XL, XE, THE400)
Thelen replied to Mark2008's topic in Atari 8-Bit Computers
Nice challenge! Looks good! When can we play this at home? 😀 -
Always a great treasure, the New years disk! Thanks PPS and all contributers!
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Very strange, I use my tool also on a m1 Mac, it doesn't work slow on my machine. Also tried it on windows, but it did work properly. I would be happy to do an update to remove the slowness, but I can't simulate it.... Is it in in the whole app, also on the Save/load/prefs tab? It works as seen on my tutorial for me https://youtu.be/fFu4Zt4NtUo
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Just a little thought about a 'new' 8 bit computer.. If Altirra works as bare metal on raspberry pi, then it would be really cheap (FPGA based is super but expansive like the Mist) to have a 'new' 8 bit computer, has already lot's of games and software. And if you want this 'new' computer to support better graphics/sound/more ram- or faster 16 bit cpu: Altirra has it! (in the way of the VBXE, Rapidus or 65816, Ultimate 1 MB).
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thank you! Well, it was a bit experimental - I was curious when i should ran out of cycles with almost everything in it without disabling Antic...but I still haven't reached that point, and it amazes me a bit with all the calculations, animations, setting all blitterblocks etc.. I also thought it would be nice to have something 'real A8' in it and thus for the background and probably status bar etc. I really don't know, it would be interesting to test,! My programming time is to scarse....
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It's almost a year ago since my latest update, It's been a busy year... But I haven't abandoned the project 🙂 I've updated the graphics to make more use of the VBXE capabiities -and use the Sharp X68000 version as inspirer, here's some footage of the latest demo. Well, still enough work to do 🙂
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Thanks! And no problem 🙂
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Hi Stephen, is it possible to get/use your sourcecode 'VBXE_SetPalette2' function which is in the hidden content? 🙂 (couldn't find it in your .zip file) I'm too lazy to type it over from the image and OCR messes things up... 🙂
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Very nice progress so far!!
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This is amazing, what a great job is done here!
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Ghost chaser was fun, not horror but 'spooky'
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I never looked before in this forum (Atari general) but I'm pleased I did...What a great story, and so cool to see these documents. Thanks for sharing- hopefully this can be preserved.
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Just tested your software, works terrific!!
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Great job so far, cool you're developing something for the VBXE! Is Popeye already moving over the screen?
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Cool, I also did a RGB extractor for this in 2009 in Freebasic which I'm still using today 🙂 - but I was to lazy to do a raw bmp pixel data extractor.. - at the moment I'm using a hex editor for this rip out the pixel data, so this will save really some time! Do I need to mirror the BMP, or does your program this? Thanks!
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Looking good!
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VBXE example/tutorial - Using the blitter
Thelen replied to Thelen's topic in Atari 5200 / 8-bit Programming
I have separated the Restore operation from the Savemask & drawnew, with after the first 18 blitterblocks a end block, en then pointing the blitterlist to start with blitterblock 19 when saving and drawing...Sorry for the confusing explanation of doing 2 separte blitterlists - it are technically 3 different operations (but the blitterlist of sprites felt like 1 and for the tiles also 1 😂 ) -
VBXE example/tutorial - Using the blitter
Thelen replied to Thelen's topic in Atari 5200 / 8-bit Programming
Exactly, it's like that. When I first made Simon of Castlevania walk, it was done with a few blitters like that. Sometime later I needed more sprites onscreen, and I ended up with a very big blitterlist containing 54 blitterblocks.... It was my first try out to test if something can be ran with such a list. (the other choice was, and more effective would be to end the list before BCB's that do nothing will be done. But then there will be a extra process that the Atari checks which ones should be done and which not, and move them in the list. I was amazed that 54 blitterblocks and 11 separrate blitterblocks could be done! Now I set the Height and width to 0 for blitterblocks that doesn't do anything. Only thing is that the pixel of the BCB top-left should be 0/transparant otherwise there is a pixel somewhere onscreen 🙂 This is my spite blitterlist in Castlevania (I also have a separate blitterlist for the tile graphics): ;Blitlist sprites ;Blitterblocks 0-17 are all 'restore background' blits ;0 restore object1/enemy1 bg ;1 restore object2/enemy2 bg ;2 restore object3/enemy3 bg ;3 restore object4/enemy4 bg ;4 restore object5/enemy5 bg ;5 restore object6/enemy6 bg ;6 restore object7/enemy7 bg ;7 restore object8/enemy8 bg ;8 restore background hand back ;9 restore background whip back top ;10 restore background whip back bottom ;11 restore background hand front ;12 restore background whip front ;13 restore subweapon1 bg ;14 restore subweapon2 bg ;15 restore background Simon top ;16 restore background Simon bot ***NOT USED, all done by 15 ;17;restore BG EXTRA Blitterblocks 18-36 are all 'save background to a temporary space' blits (the same order like the restore) Blitterblocks 37-54 are all 'Draw sprite' blits (the same order like the restore) As you can see, like the original NES version, only 8 objects/enemy's can be onscreen. Whip saving/drawing could be probably done more efficient, but I didn't know what to expect with all the blits... It amazed me a lot that I at firstl could make a scrolling screen with 11 blittercommands...and still had enough cycles to draw all the sprites with all the BCB's, calculating X/Y positions to VRAM posititions, doing soft collisioncheck, let Simon and the objects walk threw the leveldata and react on it...and This with Antic on 🙂 (If I need more CPU cycles I can turn it off, but I don't expect that, I'm hoping to use a mode4 background behind the VBXE GX) -
Excellent description of the blitter, @danwinslow Here a link to my blitter example topic;
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VBXE example/tutorial - Using the blitter
Thelen replied to Thelen's topic in Atari 5200 / 8-bit Programming
Absolutely right! Can be done better before the blitter starts!