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Posts posted by sage
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not if you use it with 62500 baud
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sage:
b - I guess this means it's possible. I've read through some dev manuals but there was no mention of this possibility or application. Do you happen to know any emulator or game making use of subframes?
d - I'm pretty sure both the ROM and the emulator is correct. Can you suggest a better emulator so I can test it out?
This U+D/L+R glitch usually have these effects on various platforms and games, but the results are so weird, I'm not sure does it really works the same way on a real console.
(b) the definition of frame, subframe etc... what do you mean?
endless:
lda $FCB0
bne dothis
lda $FCB1
and #$01
bne dothat
bra endless
the cost you ~40us ... vs 20 ms for a frame? whats the deal?
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(a) unlikely
(b) unclear question. why would it be a problem to read two registers within 20ms?
© no plastic piece. closed circuit.
(d) you rom or emulator is broken.
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Thanks for the header definition...
The name/manufacturer fields are also useful...
The implementation in most emulator is broken anyway, because of a typo )
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I think thye hardware relies on the mind of the player to notice that the game is to be played rotated. anyway, its unclear to me how the hardware should rotate the build-in screen or teh full device.
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Yes, I bought some nice adapters in USA, which requiered only to solder a diode.
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so? then all games which use an updated version of the epyx tools set it up to a default value without actually using. would call that a stereo game. but sure. classify as you want.
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Define "Stereo game".
initializisng teh register does not really mean that its used as part of the game-play. Klax uses it for the music, does that count?
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yes.
lost it.
ask the developers. but i guess all that use the modplayer at least might use attenuation registers for music (lynx 2 stereo feature)
yes, it sound better. anyway, there is no way to "allow" it in the emulator. either you use a fixed emulator core or not.
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I use a patched dcc6502 for disassembly. the code produced can directly reassebled with lyxass.
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yea might be a good replacement for lyxass
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As to my understanding, the math engine is not linked to the sprite engine.
The only problem is that the multiplication cannot be "restarted".
Means, no math in foreground if you want to use it in the interrupt.
That is what is not clear to me (from the doc). I interpret it that you are not allowed to do mult and sprite in parallel. But if I can do multiplications while I interrupted the sprite engine, it is fine with me.
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They are faster than doing it by hand, at least for 16x16
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Has anyone some experiences using multiplication in interrups?
How to prevent unsave accesses? I am a bit afraid of chained sprites which are interrupted...
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if we put together, this might be feasible. I was already thinking about getting laser/water cutting or CNC milling of cards.
But its always the same problem. low numbers.
Same problem for packages, boxes ...
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Try it out, will be very interested to see the results. I'll be working on improving the emulator section next year because right now the resolution is not correct. I want to add a 1x and 2x Lynx resolution versions. Shouldn't be too hard, just adding some toggles and new graphics for the console surround.
Yepp and I am improving the emulator itself.
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I would find a 1MB Version much less impressive. 512 KB seems like the logical limit :-) very well done, sage!
Yeah, but it looks som much nicer :-)
But you are right. Its not that impressive anymore.
Anyway, it seems full reolution need much clever ROI finding algo. A short test revealed that it will exceed 1MB with current method.MAybe if I go back to b/w instead of grayscale.
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Just noticed the web javascript retroarch is based on up-to-date sources incl my patches and can handle roms larger 512k. Thus maybe I add a full resolution version.
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The very same story... every few years with anew project.
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THats is the only one supported by this ancient ide.
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The bullet hell shooter was only the "inspriration" for the remixed music. But there are some more nice platforms:
XL
2600
ST
ST making of
Speccy
C64
Casioand one of my favourites:
Oszi
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Other would say, Santa brought that. But come on, how old are you?
Only one year after the jaguar version (http://atariage.com/forums/topic/273595-bad-apple/) but only 1/10 the size
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I never imagined that someone is able to use it...
... recently I even made some changes for TCM export.
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I didnt say there is a tutorial. I just said the the hardware is documented. I neither said that its easy to get something useful out of it.
Setting/Detecting Screen Rotation
in Atari Lynx Programming
Posted · Edited by sage
At some times zes. But I stopped because I disliked the update/commit patches policy. In Retroarch is easier to get patches and enhancements in.
The problem with emu and rotation is, that they compared the angle to 240, not 270 degree
And whoever made the lnx images, might not have noticed that the rotation flag must be either 0,90,180,270, and not 0,1
... and ...
often enough lnx files are plain rom dumps without any header (thanks to archive). So ... what do you expect? that the emulation checks each rom by hash andcomes with a embedded database? possible for lynx with teh tremendous amount of games, sure.