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gravitone

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About gravitone

  • Rank
    Space Invader
  • Birthday 07/02/1982

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  • Gender
    Male
  • Location
    Groningen, The Netherlands
  • Interests
    Lynx!!
  1. It's a great idea indeed. I had an old 19" panel lying around with a crack in it, and im thinking, why not? I've cut a lynx screen + 1 inch on the side size piece out of the plexi diffuser, drilled holes for the led's, glued them in and now im left thinking. Problem 1: I'm entirely modding this lynx to begin with. Not even leaving the original lynx2 casing. So in an effort to come up with a less bulky design, the original frame that holds the CCFL is going out the window. Sadly my LCD panel lacks the nice diffuser and inverter foil sheets that the original poster used. Anyone here have some lying around? Problem 2: The backlight inverter has to be desoldered, as well as any stray components part of that circuit. The 2 LED's i used need to be wired up to a solder point that has a: the right voltage, and b: is wired into the brightness dial. Anyone here with some experience with the lynx hardware have any ideas about what can be removed and what solder points could be picked?
  2. Great stuff, any chance you could make me one? I hereby welcome myself back in action btw. Had a couple of rough months with uni, relationship, etc.
  3. We offered it to everyone on the planet! Why they all turned it down, I don't know. Atari was our last choice. I think the only reason nintendo decided to agree to a meeting is to see what they were up against. Japanese business culture is a pretty one way street where things have to be designed, developed, and produced in Japan. Besides, sega didnt want to take the risk at this point of entering the market with a system their own developers knew nothing about. I'm pretty sure plans were already underway of handheldizing their mark 3 hardware at this point. As for other potential buyers, handheld games were an upexplored market that could prove potentially risky with the rumours of nintendo's dominationboy undoubtetly already circulating around the office.
  4. I've been quite bussy with my studies over the lasr few weeks but hopefully I'll find some time to do some coding in the comming weeks. I actually managed to bid and win 2 lynx game auctions on ebay. Blue lightning and chess will prove nice additions to my library. The flash cart sounds like an excellent plan and I would like to construct one as soon as you start/finish the PCB design I'll keep an eye out for dead lynxes to harvest for cart connectors just in case you/we are going to need some in the future. Hopefully I'll find some time too to add some content to classicgamedev.com. I'd like to start a blog but i'm not familiar enough with the wiki content system to add one (more stuff to read I guess). Hopefully this hotbed of activity going on at the moment will produce some neat little projects in the next few months. Hopefully enough to be recognized as an active "scene".
  5. sourcecode would be great. I know there is already a tetris clone out there, but I'ts a good start for my to familiarize myself with a lot of the inner workings of the lynx, particulary the sprite hardware, and in the meantime, improve on the tetris clone out there. I'll have something to show after the weekend hopefully.
  6. Hi, I'm new to 8-bit programming, the 6502, and 64kb ram to work with!, Right now im trying to code a tetris clone for the atari Lynx (great little machine), and if I could be so bold, would like to hear from you about some pointers when it comes to datastructures you used to handle the board, piece rotation, pieces, etc. I'll list what I have so far and tell me what you think if you have some time. It would be great to hear some thoughts on what I've come up with. I thought about using a 10x18 byte "board". This array hold values of either 0 (no piece), 1 (fixed piece), 2 (falling piece). Each piece consist of: 4 blocks, each containing 2 bytes (x,y) for coordinates. The First piece always serving as the rotation point. I've thought about making a 224 byte datablock that holds the x,y coordinates for all 7 pieces for each of the 4 rotation "states" a block can be in. Collision detection will kick in after each movement is issues. Checking adjecent blocks on the board for every block in a tetris piece. I want to make 2 detection routines. 1 for vertical and 1 for horizontal movement. As soon as a solid block is detected below the falling piece it will turn into a fixed value, the piece variables will be cleared in memory, and a new piece will be created by my piece generation code. I seem to be going off track with irrelevant specifics so I'll leave it at that for now. I still have the collision detection for my rotation routine to work out (existing pieces on the board and board edges) but that Shouldnt be too much of a problem. Most of it is down in pseudo code right now that I'll work out over the weekend if I have the time for it. Hope to hear your thoughts on this. Best regards, Richard Visser
  7. I grabbed the current source using mercurial, Once I have a GCC toolchain running on this box I'll compile and give it a try. As there's many users still using windows here, I'm considering cleaning up the visual studio project files from the original NESHLA and making a build. It's just not really on my priority list right now so it might take a while.
  8. You'd think so, but he said: "Your playfield is actually the full 16 bit pixel range (65535 by 65535 pixels). This means that you can write your sprite anywhere and let your 160x102 viewport smoothly scroll over the playfield. "
  9. Maybe it would be better to create a cross-platform liblynx project that packages up a lynx emulator as a library that can be used by other applications. That way it could be embedded in other IDE's as plugins. I personally use vim for all of my coding, so supporting Code::Blocks is not really interesting to me. I will however take patches against NESHLA for that purpose. --Wookie Focussing on NESHLA sounds like a good idea to me after having a quick look at it.
  10. Karri informed me that I can use the full range (16-bit) for the virtual display where you place the sprites in. However, glancing through the lynx docs I see an example that mentions that only the first 9 bits (512) are available for use. Can someone clarify this suzy related question for me?
  11. Wow, great to see such a usefull piece of hardware out in the wild. Is this flashcart still available? Im looking into starting some lynx dev with the cold days of winter comming and this would be really usefull.
  12. Great stuff. I just got some new lynx games in the mail as well. These are all boxed in good condition. Bill & ted, Todd's adventures in slime world, hockey, Zarlor Mercenary. Dirty larry renegade cop, Rampage, Basketbarwl, and turbo sub. Also a very good condition lynx2. Best one I have so far. Does anyone here have any experience using some scratch removing substance on the lynx plastic?
  13. gravitone

    Marlboro Go!

    Its actually only worth as much as WE are willing to pay for it. Given that most people who buy atari lynx games can be found here.
  14. I really have to look at the epyx documentation closely sometime. The whole suzy chip functions and driving that baby properly are really not clear in my head yet. I was already thinking of creating some gradients in the background by having 1 or two palette colors used exclusively for background graphics/gradients or something like animated water by cycling colors, and creating the gradient by changing the palette during the H-blank period after a certain number of lines. Im sure things will fall into place in my mind eventually. Great to see that you respond so quickly, and confirm some of my own thoughts. If I ever have any specific questions I'll drop you a line. Im sure I'll run into a few quircks once I start coding.
  15. The lynx community really needs initiatives like this to keep the scene alive. This game is looking very impressive. As for other development, we have to make the threshold as low as possible for people joining in. Would you mind sharing some code bits that I would like to take a peek at like the drawing and scrolling code? prettymuch anything that interfaces with suzy would be welcome and very helpfull. If not, could you at least outline your strategy at tackling the drawing code? what decisions you made, and why? Keep up the great work.
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