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Everything posted by Wrathchild
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The file MOUNT.PIC has a binary loader header which feels a bit odd as I didn't think art programs would include that? The header is "FF FF 00 90 7F 98" and so this is loading the data between $9000 and $987F. I'm not sure if the next two bytes are related to dimensions ($50, $20 = 80 and 32)
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Is the court case publicly listed & do you have a link to it?
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The "MF" in the ROM's filename stands for AtariMax Flash Cartridge. The Atari800 emulator is auto-detecting the size here so showing you 128 Kbytes which is the 1MB (bits) also seen in the filename.
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One thing to highlight from @Popmilo's explanation is that the number of fonts needed, and hence the number of rows grouped in the display list, is determined by the maximum sprite height needed (in pixels). E.g. Yaron is using 4 rows repeating, and so the sprite height is 3 rows or 24 pixels high. It should be apparent that the extra row is for 'shifting' the soft-sprite, e.g. by writing to it with an offset of pre-shifting the sprites and copying accordingly. So if you had a game that only used 16 pixel high sprites then that needs 2 rows and so your dlist's rows, and hence number of fonts needed, is 3. For 32 pixel high sprites, this becomes 5 fonts. So depending on the number and mix of sprite sizes a game needs, instead of using 32 high sprites you could use two 16 high sprites one plotted above the other.
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The City is a different beast entirely as the Dungeon doesn't have all of it's copy-protection. I have a very good idea of what needs to be done (fix disk access routines in overlay code) but not on my radar currently. ar-city-2007.car
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There are 3 in the pipeline that are 'close' but each have annoying bugs: 1) Mr Do! - player erase issue 2) Stealth - plays ok but I think an issue with the music getting out of kilt at some point 3) Colossus Chess 4 - gets into a state where input is not permitted I really need to rope in the big guns of @playsoft and @phaeron to get these over the last hurdle so others can enjoy. However they do have their own good & exciting things to be doing so I should knuckle down and have more big debug sessions, which did work for me recently in looking to get passed a circle drawing problem in the Elite code.
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One missing off that list from those I made, Dropzone (1984) (U.S. Gold) Downloadable from here (and probably somewhere here on the forum) [Edit] This thread I think lists a lot of Steve/Classic's conversions Sinistar was also a conversion from the A8 binary
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Perhaps some people don't know that Steve/Classics can pre-load such titles for you and provides a label for no extra cost https://www.atarimax.com/freeshippingsale/ So if someone doesn't do their homework and is prepared to pay the $60+ then all fool them.
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GR8 again...double buffering.
Wrathchild replied to damosan's topic in Atari 5200 / 8-bit Programming
Garbage would typically indicate that the screen memory could be traversing a 4K page boundary? If you are using a dlist setup by a graphics command then you'll find a second LMS approximately half way through to handle this and so you need to update that one too. Or, as you thought about, take the route of creating two dlists and then set the visible one during the vblank. -
"Try Backspace"... "my Atari doesn't have a working keyboard at the moment" 🤔
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I recorded a quick video as it would give a better impression than the single screen shot. It shows some of the things to do like remove the panel in non-Front/Rear/Side views, enable console rendering, mask off the 'E' and 'S' when they aren't needed, employ some DLIs to give more colour to the panel etc. Regards, Mark
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I've finally debugged why the circle drawing was corrupting and got stars to render too but still lots of hurdles to jump through as it suffers from random-death-triggers and rear view not showing the space station, but at least some progress...
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Unicorns season: Prince of Persia for the A8!
Wrathchild replied to rensoup's topic in Atari 8-Bit Computers
you are punching a hole through the playfields by placing the background colour and the PM priorities are set for the PMs to appear between the background and playfields, so the finer pixels of the PFs overlay the PMs -
Nosty's Tomek Cartridge for 8-bit Atari - great!
Wrathchild replied to Sikor's topic in Atari 8-Bit Computers
I use Allegro and Visual Studio 2017 to first make proof-of-concepts and then the C code used can then be ported with little change to be incorporated into the UNO's firmware, which is built within Atollic TrueSTUDIO for STM32. Then some A8 code is written to interact with it via the structure of interfacing with the UNO cart, e.g. through the Cart-Bus area of $D5xx or in the $8000->$9FFF and $A000->$BFFF banks. -
Unicorns season: Prince of Persia for the A8!
Wrathchild replied to rensoup's topic in Atari 8-Bit Computers
With the background arches you may have some issues with the color3 as in the 4x8 areas the color2 looks like it could also be needed, however those could probably be patched up with PMs which aren't being used in that band. -
Greetings to the SillyVenture attendees Have fun!
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Nosty's Tomek Cartridge for 8-bit Atari - great!
Wrathchild replied to Sikor's topic in Atari 8-Bit Computers
The UNO Cart can do similar stuff -
I thought @ndary had done this a long time ago?
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Reminds me of "Waiter, there's a fly in my soup"... "Ssshh, or everyone will want one"
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I wonder if some tunes/effects could be lifted from arcade games? https://forums.arcade-museum.com/archive/index.php/t-390819.html
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Perhaps Altirra "isn't the droid you are looking" ? Xformer 10 seemed to be more the sort of thing for people just wanting to fire up and play games.
