Atarigmr
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Everything posted by Atarigmr
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Great game, congratulations!
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Altirra losing part of the screen in Pal
Atarigmr replied to Mclaneinc's topic in Atari 8-Bit Computers
Understood. I did have BASIC on. -
Altirra losing part of the screen in Pal
Atarigmr replied to Mclaneinc's topic in Atari 8-Bit Computers
Thanx -
Altirra losing part of the screen in Pal
Atarigmr replied to Mclaneinc's topic in Atari 8-Bit Computers
It is working now after resetting the settings I wonder what was messing up things... -
Altirra losing part of the screen in Pal
Atarigmr replied to Mclaneinc's topic in Atari 8-Bit Computers
nope -
Altirra losing part of the screen in Pal
Atarigmr replied to Mclaneinc's topic in Atari 8-Bit Computers
It might be my settings then. I don't see any interlace and the lower part of the screen shows different. -
Altirra losing part of the screen in Pal
Atarigmr replied to Mclaneinc's topic in Atari 8-Bit Computers
I was looking at some pictures and this one(http://atari.fandal.cz/detail.php?files_id=5371) is not showing correctly. I am using Altirra 2.30 test 10 -
I have started to code it for a thomson machine I have created a blog for my retro codin' stuff but it is empty still.
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It seems a good candidate for a port.
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what about porting Mojon Twins games to Lynx?
Atarigmr replied to nitrofurano's topic in Atari Lynx Programming
On their website you can load the games+sources. I have ported some of their games to the c64. -
The Coco line of computers The Dragon 32/64 The French 8 bit computers from Thomson
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Thank you for being so generous with your knowledge. Be sure I will bug you if I get stuck Today I spent sometime reading your tutorials here and other documents on the VDP. Then I copied your code(the randomize routines come specially handy I don't know if I am going to use them as they are but they are a starting point ) from this thread and adapted it to my needs. And at the moment I have graphics mode 2 working + sprites. Now it's time to get dirty with 'real' TMS9900 assembly as I need to start putting the game together(I am coding the same game on the 6502 and 6809, so I only need to translate what I already have and then add what else might be needed).
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Awesome tutorials Matthew. Thanks.
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Thanks Lee. Indeed it will be interesting coding for a processor without stack logic
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Thank you guys, Yesterday I was reading 'beginning-assembly-language-for-the-ti-home-computer-second-edition' and it answered many questions I had about directives and 9900 asm Anyone know how the TMS7020 compares to the 9900? Ta.
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Thank you
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Hello Yesterday I have started to read about this machine, and I find that it is quite interesting. I am not acquainted with the TMS9900 processor but I am with the following ones: 6502, 6809, z80 and the 68000, from what I have read about the processor I don't think I will have major problems with it. I have downloaded the Asm994a Assembler (v. 3.009). I have typed and compiled a very simple test program, and then ran it with classic99 and it worked just as expected. At the moments I am reading about the VDP and the inner workings of the Ti-99/4a but I got worried when I came across in another thread where it was mentioned that there is a bug in this version of the assembler(instruction JMP?!), and it was mentioned also a patch but I couldn't download it, could someone send it to me(pvt me)? Also I couldn't find any documentation on this assembler, it would be nice to have it, in order to know what directives etc I can use. Are the existing emulators (Mess, classic99, and the simulator that comes with the assembler) reliable enough to be used for development/testing? Thanks
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Very generous of you Bob. Thx.
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@ Rybags thx for clarifying @PacManPlus Thanks, of course it had to be me doing something wrong, what I did in my haste to test transparency, I just put the high nibble to 0, which of course is wrong, I should have cleared bits 7,6,3 and 2 of the byte to have the first pixel transparent... dah Now, with a playing area so huge, I hope I will have enough cycles free for the game logic and music
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BTW I have been doing gfx stuff by hand( not to bad because it was just for testing purposes and thus nothing complex) and also started to code a PC program to help with that but I'd rather not reinvent the wheel as time is something that we all lack - is there any programs to convert gfx from PC formats to a7800 format?
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Thank you Rybags. Great to know about the wraparound at position 240, that'll solve things So MESS is not correct in showing only 226 line in PAL... I wonder about the transparency discrepancy I am getting on these emus.
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I have been playing around with 7800 coding for sometime now... But I noticed that my program (testing mode 160x4) doesn't produce the same results in of two emulators I have tried it on, Prosystem and MESS. On Prosystem transparency is not working, the pixels show black, but on MESS they are transparent. I was thinking I would like to have sprites coming from outside the visible area (scrolling in), from the right side it is easy, but what about the left side as 0 is the first visible position, I thought of having a smaller visible area and cover the sides and then this would work but what if I want to use the whole visible area and have no black areas on the sides what would be the best approach? The program I am working on at the moment needs to display preferably 256 lines, but I can go with 240, is this possible?, thus I am aiming at the PAL A7800 (although I would prefer the NTSC palette). BUT this 240 lines show well on Prosystem emu but not on MESS as it only shows 226 lines (PAL) and when I tried the NTSC I noticed that it shows 225, which is odd, just one line more in PAL?! At the moment I have my dll, dl's and sprites and tiles all working but I am having this problems mentioned above and I will stop for now waiting for your insights on these issues as perhaps I am just wasting my time working with emus. (unfortunately I don't have the real hardware.) Thanks
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Thank you EricBall.
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What are the max displayable lines? Are they 240 like on the xl?
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Thx Rybags, I have chosen char mode because I can have the 5th color. The 30 lines of the play area must be 8 pixels high each.
