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Oswald

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Everything posted by Oswald

  1. please take your time, download sidplay here: http://www.gsldata.se/c64/spw/ then check these examples: http://www.c64.org/HVSC/MUSICIANS/J/Jammer/Mr_Marvellous.sid (trying to make the sid say "mr marvellous" without digis in fact trying to imitate singing on one chanel) http://www.c64.org/HVSC/MUSICIANS/J/Jammer/Hot_Mommas.sid (sid trying to say:oh fuck me, oh yes, oh yes without digis again) http://www.c64.org/HVSC/MUSICIANS/J/Jammer/Big_Beat.sid (fucking ammazing instruments even for someone with 22 years of c64ing) http://www.c64.org/HVSC/MUSICIANS/A/Agemixer/Freestyler.sid (remember the hit freestyler? this is a cover managing to have the sid say"freestyler" and other words) http://www.c64.org/HVSC/MUSICIANS/B/Behdad...ctric_Jesus.sid (ammazing lead instrument) thank you
  2. probably the first in the home computers, but otherwise DMA was invented before Antic. Also can you cite any source which states antic can read from the memory without stopping the cpu? I'm pretty sure thats not true. c64 shares the bus 50-50% of the time with the gfx chip, so something like that must be present in a8 aswell, which I've never heard of. a8 stops the cpu whenever gfx date is to be fetched, it even stops the cpu for memory refresh cycles. calling registers as RAM is incorrect, I can agree on the rest. yeah, I was wrong there indeed, I do gladly admit it was a false statement. but thats something yourself should start to practise aswell.
  3. http://www.c64.org/sidfind/ type "dane" into the search box, he is the best c64 musician imho, with ammazing funky jazzish popish melodies. you will have a problem finding a tune in the result list which you dont like
  4. thats correct. so what can be said is that NES's 256 wide pixels (and sprites in that reso) represent higher res than c64's 160 wide multicolor mode including its multicolor sprites.
  5. it was not only cheaper, it was a better machine for gaming (sfx,gfx), which both machines were bought for at the first place. Turricans, Creatures, Mayhem, Maniac Mansion, Defender of The Crown, Last Ninjas, Armalyte, Impossible Mission, Giana, California Games, Enforcer, Katakis, Skate or Die, Newcomer, Rick Dangerous, Midnight Resistance, Predator, Driller... the list goes on and on, games that could have been not done in as good quality on a8 as on the c64.
  6. thats true, c64 can do 160 pixels with many colors, while NES does 256 in a similar mode. however there are exception check this screenshot for example of an unfinished game: c64 320x200 kicking the NES resolution. *bzzzzzzzzzt* wrong! c64 sprites can be set to multi or single color freely on per sprite basis also can be stretched (doubling pixels) in x/y direction, and/or put under bitmap/charmode gfx which can be set again on a per sprite basis. (priority) I fail to see the logical connection how stacked up sprites will turn the screen resolution into 160. if you want a multicolored sprite, then you turn multicolor for that sprite on, no need to stack sprites. c64 sprites are 100% independent of the underlying gfx and vice versa. you can have hires/multicol sprites over hires/multicol/bitmap/charmode/whatever in any mixture, including the ability changing any attributes of those modes (or change the mode itself) midscreen or even midline anywhere be it sprite or gfx. the c64 aswell when there are too many sprites on the same scanline.
  7. "c64 is the superior computer" - 30 million customers
  8. is that required to be allowed to think that the a8bit line was not a giant leap in computing just one step on the stairs?
  9. yeah cute atarian boasting my fave part is the DMA so how about this: then PET was way ahead of atari with those giant steps, with its custom coprocessor for display, DMA, and powerful 256 character screen(a feature that has not been reached by atari 8 bits ), first usage of 6502 in a home computer, particularly first in everything since c= pet was the first home computer, that showed the path to atari.
  10. here you are, c64 _charmode_ used at its best _no_tricks_ whatsoever, this is the built in charmode: atariksi, maybe here you'll find what you need, I'm unsure what do you want to achieve exactly, but there are already projects which turn a pc into a fileserver using the stock protocol without fastload. http://zimmers.net/anonftp/pub/cbm/crosspl...r/transfer.html
  11. heaven, hey kewl, then you can explain me how that rotzoom works I've once spent half an hour examining it, but I couldnt find out the basic trick, something is somehow precalculated but I dont get it ) also if you would implement that code on a8 you could do 50fps fullscreen rotzoom which wasnt done so far I guess
  12. APE is simpler for what I know (not much) . Coding anything thats fast and drive related on the c64 is a timing HELL. as the bit shifting mechanism from the CIAs is missing you have to handshake before each damned bit. and you have to do it fast, and time it correctly. as the c64 is slightly slower than 1 mhz and the 1541 is exactly 1mhz you can not also just sync once. the best you can get is only handshaking for each byte, but in that scenario you have to avoid all extra VICII DMA which stops the cpu (sprites&socalled badlines) so you can have the drive to format a disk alone by itself, or you can even make two drives to copy one disk to another (without any c64 interaction!) but as the transfer protocol is absolutely software driven on both sides, its not a very easy task to do a loader.
  13. Heaven, why havent you simply borrowed a source? I hate cycle exact timings aswell, and even with all the years behind my back it would take me aswell to write a 4x4 timing from scratch. basic: as I didnt know anything else before, and didnt know anything else later either, I didnt found c64 basic any pain, simply had no idea it could have been better. I do remember designing sprites on paper entirelly, adding up the bits, and then entering them into data statements in basic. home computer pioneering years were simply like that imho. there were times when people built their own computers, there were times when people coded their own monitors in basic, when people had no backup devices and typed in the listing of the game when they wanted to play, etc. also dont forget the great number of basic extensions on the c64. best one being graphics basic in my eyes, built in sprite editor, sprite animations&movements / music can be done entirelly driven by machine code interrupt with a few simple commands. configurable split screen modes, hispeed screen scrolling by asm routines, redefinable origo/scale for gfx commands (line,point, circle whatever you dream off). the list goes on forever. I have used this basic extension to precalc stuff for demos for a long time. for exampe soiled legacy's intro zoomer, bump mapper, weird caleidoscope plasma, chessboard stretcher, dot tunel, textured tunel, twister, were ALL precalculated on a real c64 in graphics basic !!
  14. I have lost focus on my behaviour, and not on argues. I have told you that handshaking is not to support faulty HW as you stated, even SIO uses it. Also not a single c64/1541/CIA chip whatever broke down because of a fastloader as you stated. Also the reason for slow loading is not that anything would break down if it was faster. Software fastloaders goes up to 20x of the original loading speed exceeding what atari is able to, still no c64 breaks down coz of it.
  15. c64 has no auto boot up. a c128 does. you can use modern cartridges on c64 to do that, or hack a program on c128 which switches to c64 mode at some point. that approuch sounds extremely cool tho. no emulator, still having the real machine and controlling everything from the pc. wow maybe with 1541 ultimate (1541 emulating fpga with mmc, d64 images, and other goodies) the 64 arrived to the point that this can be done.
  16. that means 100% ports are impossible. a slightly different color or sound fx, and boom: you're doomed: a lossy port.
  17. Can you try to be more polite? I agree with many things you have written (I have read "On the edge"), but normally in this forum we try to have good manners toward others. yeah you are right. excuse me dear emkay.
  18. Amazingly stupid is what C64 guys sometimes let out. Particular when argueing through their small window of technical achievement... porting over amiga's Desert Dream to c64 is enough technical achievement for you? check it on youtube. and what have you done mr ? you cant even get basic atari 8 bit facts right, which is your beloved machine. I have seen you turned down by heaven not twice, not three times... that is your technical achievement.
  19. since the c64/1541 engineers are still alive you can decide to believe them or not Fact: c64 never targeted the business market. the opposite: it was the first computer to be sold in shopping malls. Business computers were the pricey bloated shitty IBM and Apple, already in those early times. Good Lord indeed. with so many bullshit from you, you could have gotten a fact right by mistake, but you even fail in that Good Lord , SIO uses handshakes aswell. thats because the atari chips are faulty/unstable mr einstein? :-o :rolling: no comment :-o :lol: possibly. the only question remains: how dares one talk about c64 and hardware whithout not even knowing what are handshakes for, and thinking that fastloaders killed c64s :-o :-o
  20. about the NES: I have met one in the late nineties _not_having_heard_of_it_before_at_all_ (in hungary we had c64s for gaming, period. it was c64land) it only had a mario cartridge. and my thoughts was: what is this shit. primitive sound, ugly gfx, etc, this could be the oh so great console mario first ran on? crap. I like giana more. NES gets the upper hand in Nr of Colors, and Resolution (256 vs 160 pixels) tho.
  21. It's compareable with cars: When the manufacturer realizes his machine cannot do 7000 rpm constantly, it gets a reduce to 5500 rpm. Some machine are built better, so they run at 7000 rpm when someone removes the "break". Others burn out by the high rotation speed. Same with electronics. If Commodore was sure about the functionality of their electronic chips, the C64 would have got higher transfer speeds by default. no emkay. its your ammazingly stupid bullshit again which is only about how to kick the c64. read my post about above.
  22. both and even more on the edge (book about c= history, engineers themselves interviewed, etc) tells three stories: a) the CIA chips were faulty, so all the handshaking and shifting bits one by one had to done by software instead of lightning fast chip hw a2) it coud have been fixed, but how would they have told the users that the early machines load slow, and the later ones faster, so they decided to leave it so. c64 sold like a fortune anyway. b) there were some lines on the first 1541's motherboard for parallel transfer, but in the plant one engineer optimized them off c) Jack Tramiel was angry because why the 1541<->c64 thing got delayed, so called Bob Russel (software) into his office and told him that he wants to see the thing working in 3 days on his desk. So Bob made it working as fast he could, and as sure he could make it will work, and that made it quite slow c64's SID and VICII was designed from january till early november, and then came the decision to build a home computer around it. The prototype was ready by the end of december (!! )
  23. looks like a good start for a game 16 is quite a lot actually even the busiest c64 games has rarely 16 sprites at once on screen.
  24. then you will like this thread aswell probably: http://noname.c64.org/csdb/forums/?roomid=...;showallposts=1
  25. http://cadaver.homeftp.net/ click to rants at bottom, then go to "Multidirectional scrolling and the game world", there find the text about 8 directional scrolling thats what turrican does. but I think it could be done with freedir scrolling, simpy let the "camera" lag behind the player sprite, then you will know in advance how to copy the screen. (since the main idea in restricting scrolling to 8 directions is that you will know where the screen will move, so you can buffer copying) you can copy in a half unrolled loop about 20charlines in the "vbl" (all non gamewindow) area, so turrican has 20 chars high window.
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