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Posts posted by sage

  1. I read all the time the same thing, the Lynx can display 16 colors by scanline, but what does this mean?, what is a scanline in Lynx terms (excuse my ignorance), can it truly display more than 16 colors at once in an actual gameplay screen (not just on still screens). Thanks in advance.


    Yes it can. You can change more than 4 colorentries every scanline.

    I made some demos over a year ago to show that it IS possible for still-pictures.

    Later I made an differnt attemt to get more colors on screen. That technique is used in the CGE Slideshow and even in some simple games (which are not finished yet). Have a look here:



    PS: All these techiques have problems running on an emulator, so you should use a real lynx...





  2. Hi Harry!


    I'm currently working on a conversion of Dynamate to the Lynx  (It'll probably take 3 days of work total for a rough version).  If this contest actually happens, I'll submit it there, otherwise it will be included as an extra in Space Battles.


    Seems to be the third clone of bomberman/dynabusters/dynablasters...

    Perhaps one that gets finished.





  3. Does anyone know what zeropage addresses are available for use?  All of them, or does the system use them in some way during operation?


    I think all of them are available for the games, because the lynx has no "operating system".


    The BLL asm libraries use zeropage space. They declare it in the "*.def" files. But normaly you wont care about the exact position of the variables...


    The C runtime stuff and libraries are using much zerospace. Depending on the used libs, everything below $D0 is in use.





  4. I'm interested in putting in a 24 Mhz crystal just for kicks and was wondering what they mean by "a mass" in the instructions for that upgrade?


    I would not do it. You are risking hardware damages.


    The lynx is a very cool little machine and uses the same processor as the 8-bit computer which leads me to my next question.  Programming for the.  Can someone point me at some good information about doing this?  I've seen the hardware spec on the net and read through it... it's difficult to follow however.  I'm interested in using cc65 to do stuff on it, since I have experience with that compiler already.  


    Have a look at the following pages:





    I know that it is possible to upload your code to the lynx from the PC, with a special BLL-loader cartridge.  Is there any information on the internet about put code into an EPROM and running it from there?  How does your code access the cartridge to get game data, etc..?


    You need one of the following Cartridges: BLL, SIMIS, Champ.Rally

    They all include the BLL Loader. This Loader allows loading code into the lynx RAM, so limiting game size to around 60kb. The EEPROM on BLL/SIMIS is only for saving highscores, as it is only 128bits (or bytes?).


    If you want to burn a game to a 128kb eprom you have to use the utilities on Bastians page, they allow you to create ROM images from C or ASM source files.


    I recommend you to use HANDY for developing. Its the easiest way to debug programms as you do not need any additional hardware.





  5. I want to create some cool games.


    You dont need any hardware for developing cool games. Most stuff can very easily tested with an emulator. If you need to test small games direct on the lynx, have a look for the BLL transfer cable and a cartridge with a BLL Loader like SIMIS or Champ Rally.

    If you have a complete games running on the emulator, its time for thinking about hardware...




  6. I agree with Mathias.  LGSS wouldn't work at all if that were the case.

    I've run playtests of Space Battle with 6 Lynxes all receiving the game

    code at the same time.


    To make it a bit clearer:


    Not the Lynx is echoing the bytes, but the BLL loader does.





  7. I agree with Mathias.  LGSS wouldn't work at all if that were the case.

    I've run playtests of Space Battle with 6 Lynxes all receiving the game

    code at the same time.


    Does LGSS use the same recieving code as the BLL donwloader?


    I still dont know how your LGSS is working exactly...





  8. Anyone ever do the RSA header for S.I.M.I.S.? Can I burn it to an eprom?


    How big is it anyways? One megabit would be puuuurrrrr-fect (that was me imitating a cat, which is as close to a Lynx imitation as I can do)


    How about buying it?


    The autors still sell them!!!





  9. Screenshots will be difficult for the Lynx game since it uses a buffer swap algorithm to create thousands of colors onscreen...


    Simply ask, I can do it.


    you really need to see it in person to appreciate it.


    There are still some old demoscreens on my site, using this technique:




    They only run good on real lynxes, emulator only owners wont have much fun with it.





  10. Am I alone in entering a 1k Lynx game in this competition?

    There is still time left...


    Nope, you are not alone.

    But i still have 55 bytes left and i am not sure what to do with them :P


    Besides, there are two bugs in handy which made the game look bad on the emulator :(

    So i have to write workarounds or ask Keith for bugfix.





  11. I've found a couple websites about making lynx games and for some time I've had some ideas of my own.  Does anyone know how I might get started on such a project?


    Have a look at: http://www.uni-giessen.de/~gd1113/lynx/

    There is are links to all the stuff you need (Bastian Schicks BLL Kit, Matthias Domins PC conversions of the programs).


    Have a look at http://www.uni-giessen.de/~gd1113/lynx/kurs/ also, there are some (documented) examples.





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