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sage

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Posts posted by sage

  1. Yah I figured this tool already existed, I was curious to see if both tools produced the same size packed sprite or if there was a difference. However the sprpck you attached only has a cygwin.dll in it :-)

     

    So, how big is the difference?

    Did you make some extensive tests?

    Which one has the better packing rate in your case?

  2. Nice alternative to sprpck as this is sometimes a bit unstable and the code not really readable.

     

    Can you please add a Makefile for the linux people with the following content:

     

    
    all: lynxspr
    
    lynxspr: lynxspr.cpp targetver.h stdafx.h  stdafx.cpp 
    
    

     

    and wrap the #include "tchar.h" into a #if __WINDOWS(or how this is defined) / #endif as this is not needed&existing on linux.

     

    Thanks.

  3.  

    Exciting things are happening. LOL

    As for the RP talk. It won't happen unless someone with a name other than Chris has a copy of the game.

     

    Indeed.

    Its really a pity that some people do not want to share their unique share rom images ;-)

    Just sitting on them like a hen on an egg for years.

  4. Yep... the battery backup is one of the major cost factors that stopped the game from being released. I believe it is the same thing regarding Relief Pitcher as well.

     

    In today's world this shouldn't be a major impediment to release though... the battery backup is hardware, and compatible hardware can be designed in a much better, cheaper way now. Software is a different matter (if the hardware designed needs some software tweaks that is), but even that is not insurmountable, given the talents of some of the folks here, that I'm sure would love to see a general release of EOTB.

     

    I'd help myself if there was something I could do, software-wise (I'm not a hardware designer unfortunately). I have some ability to hack stuff in software, and some familiarity with the Lynx too.

     

    Hardware is a problem if the piece of hardware you need is not available anymore (to a useful price that is). But in the worst case, one can just modify the read/write code to work with available hardware. Sounds easy eh?

    If RP has the same problem as EOTB, will we see RP as well if the EOTB hardware problem is solved?

  5. but maybe you can inform me a good way to debug? I been using text-output from tgi in cc65 but its not the fancied way.

     

    use the debug version of handy emulator together with the "unuseful" opcodes which produce debug output (opcodes which would do nothing on a real 6502), look into the handy documentaion.

  6. I been working on a project but got stranded in some details, and been trying to solve this without succeeding. The core problem is a memory issue as I'm trying to implement minimax for my game,

     

    Well, tell us maybe we can help.

  7. Hey Coders whats going on,

     

    are you already finished with your projects, or iam the only one who codes for the lynx.

     

    Let me know the progress of your works...

     

    .. working ... on ... some projects ... you know ;-)

  8. This is probably one of the most common problem with these early handhelds, my lynx model is very sensitive to how i plug in the PSU, and sometimes even it i slightly move my lynx it turns itself off. I'm guessing theres a problem with the connection on the lynx but is there any easy way to solve it?

     

    Resolder the plug, or solder a cable to an external plug. sometimes also the PSU cable close to the connector gets somehow shaky.

  9.  

    Hah! I was wondering how long it would take for someone to find it!

     

    Well, it was not that difficult to find. BUt as there is no signal that you have activated it, it took me some time to find out at which part of the intro one has to type the sequence. And while writing it down I made the mistakt to write "U" as direction... which could later be interpreted as "Unten" (in german down) or "Up", thus I was trying the wrong sequence again and again :-/

  10. Is there any strategy guide for Zaku yet?

     

    Commenting myself...

     

    I still have a problem with the second boss part of subwater... the one which jumps up and down.

     

    Does anyone have an hint?

     

    Okey, anyway, since I know the level select cheat, i can at least have a look at the last stage ;-)

  11. Yo.

    I know there's a possibility to play small simple MODs on Lynx however I was wondering - it would be nice to have a chiptune/synthetic music tracker for Lynx. Guys on GameBoy have at least 2, if I recall.

     

    Or - if not - then at least such a diversification:

     

    a) to have a cross-platform tracker for Windows with emulated Lynx' sound (like Vortex for Spectrum or RMT for Atari XL) to make music for games/demos if required

    b) to have a card with some real-time tool for playing interesting noises on micromusic concerts.

     

    Well, just a thought anyway. Lynx is as good as GB (or better) in the sound area but nobody uses it on chiptune gigs. I know I would - with resonable utils.

     

    a

    There is Chipper, a Soundtool from sage

    you can use his MOD-Converter

     

    yes... send mail if you are interessted in it

  12. Integrate a cool MOD-music is possible, but eats lot of RAM. That means that "BOMB STAGE" + "BALL STAGE" is not possible if i would integrate MOD music

    But the FIGHT, BOMB and BALL STAGE don't have to be in the RAM at the same time?

    Its difficult to reload different parts. Duranik does it in alpine games, but i only code in C, and i dont have the knowledge to do this in C.

     

    Its not so hard to archive, but you really have to write independent codes. Same for assembler.

     

    Or you use KArris new C compiler which magically can do that.

  13. What is PITS for the Lynx? I have not heard of that game.

     

    Its not a game.

    Its a (german) driving licence learning programm.

     

     

    Björn

     

     

    PS: Did i mention that i still have a CGE5 card?

  14. this affects only the ones where the color plaette is updated in-line.

     

    For the other you might want to see them on mednafen.

    Either you've done a thorough investigation of every Lynx program ever written or you're making an inference and stating it as though fact. Facts:

     

     

    As I have written them e.g. knowing what the code is doing, yes, I am sure what is diplayed (more of less) correctly on the emulator.

    Its even displayed correctly if handy is running fast enough for 75Hz updates on a LCD monitor. You can even check by making Screendumps if you like.

    Please, before you claim things on these highcolor demos oyu might check what they are really doing!

     

    now to the other stuff:

    Esp in the multiply/divide engine there are a lot of mistakes in the emulation. Same for the sprite engine. Not to forget the "unoffical" cpu opcodes.

  15. I think Handy just isn't a particularly accurate emulator overall, though from a quick poke about the code I think at least some of that is to do with the host machine performance limits at the time that Handy was written — this is particularly true of the line-by-line display update (which causes the high-colour demos not to work)

     

    this affects only the ones where the color plaette is updated in-line.

     

    For the other you might want to see them on mednafen.

  16. handy sound core is not very good, but i did a sound core on the pc already years ago.

    which is exactly for that purpose. check sound on the pc, then transfer it to lynx.

    -> http://lynxdev.atari.org

    Wow, this is quite an excellent tool! Wonderful job.

     

    Thanks.

    Sorry that UI is shit, but this thing was started <2003 and evertime i need a feature i added it.

    If you use serial->comlynx and a loader card like simis, alpine games, lynx reloaded, etc... you can send the effect diretly to the lynx for testing.

    But i would advice not to use it with the tracker, because the serial speed is quiet low...

     

    for effects, what is saved is a (register or delay, value) tuple, which can be played simply from an interrupt driven driver.

     

    most useful is to set effect speed to VBL and put the driver to the VBL interrupt.

  17. It will be even easier now as there is a ComLynx interruptor driver in the new cc65 release. This means that you can read bytes with ser_get and writing ser_put. The buffers are 256 bytes for both read and write.

     

     

    In my opinion and experience, above two lynx debugging gets insane complaicated. even with flash cards its a pita, as you have on every change to flash three cards, reboot all machines etc.

    -> my code was always working with two or three lynxes, but more than two was never stable enough for a good gameplay.

  18. The best thing to do would probably be to extract the sound core of Handy, make some improvements, and place it in it's own isolated program where you can play with each individual channel's settings. But good luck, regardless.

     

    handy sound core is not very good, but i did a sound core on the pc already years ago.

    which is exactly for that purpose. check sound on the pc, then transfer it to lynx.

    -> http://lynxdev.atari.org

  19. @sage: Maybe if you give the tracker to karri, kripto and fadest we can do the finetuning.

     

    If there is the same amount of enthusiasm as few years ago when i presented the first version, i would not advise anyone to continue that project :-/

    I have teh code on a unattached harddisc flying around on my desk, i try to connect it this week, then i can send the code around.

     

    @matashen

    The player code which you have is only for sound effects, the "tracker" part is not included there.

    But it is anyway mainly based on the BLL sound engine of Bastian.

    Originally it was planned as a frontend for that code

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