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karri last won the day on December 31 2016

karri had the most liked content!

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About karri

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    River Patroller
  • Birthday May 21

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    Espoo, Finland
  • Interests
    Swing dancing. Acting, Swing dancing. Atari Lynx programming and Swing dancing.

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  1. Actually the cc65 sincos table is just 87 bytes due to the format being 8.8. The sin of 87..90 is 1.0. So it is essentially a byte table of sin values for 0..90
  2. There is actually a little bit trigonometry in cc65. int __fastcall__ cc65_sin (unsigned x); /* Return the sine of the argument, which must be in range 0..360. The result * is in 8.8 fixed point format, which means that 1.0 = $100 and -1.0 = $FF00. */ int __fastcall__ cc65_cos (unsigned x); /* Return the cosine of the argument, which must be in range 0..360. The result * is in 8.8 fixed point format, which means that 1.0 = $100 and -1.0 = $FF00. */ But no tan I am afraid.
  3. It helps. Reaching the chopper on 1st try is not good. Hmm... I could create the scenery without spear traps close to the center of damage. Then you could run a bit at full speed to get some distance before the damage starts catching up. The pro's is that I could then speed up the damage wave. It could also be a good thing to add logical obstacles like buildings, trees instead of traps. So many choices. Thanks for trying this out.
  4. In the 80's there was a CPU called a Transputer that had a floating point representation that was always between -1 and 1 as a 16 bit entity. What was special here is that there were no rounding errors. I believe the multiply operation was called FRACMUL. It was used for 3D rotations of planes at a MRI unit I worked with. That kind of "floating point" would be very nice to have for 3D math on a Lynx at least. 7FFF * 7FFF = 7FFF in that world as 7FFF = 1.0. Does anyone have an implementation for that for the 6502?
  5. Wow. You will really have some speed coding ahead. My games are mostly completed and I am working on playability issues. But the 3D sounds exciting.
  6. Sorry. I have lots of things to do for On Duty. But for sound emulation the HandyMusic might be the way to go. It is fairly easy to create deterministic sounds with it.
  7. I am a bit suspicious of the resolution problems. The TV has a ton of scan lines. Is it really possible to port anything to the Lynx? I mean you have to re-design all the graphics for a lower resolution.
  8. Thanks. The problem is that as a programmer I get blind to my own games. The max speed is now reduced to half and obviously the breaking ground speed also. Otherwise the task would be impossible. Please use this version for your polls instead of the original one. onduty.lnx
  9. In the upcoming Lynx 30 years competition I would be a little interested in the difficulty level. Just so I get the game speed right. Here is a small snippet where you have to run right to get to a chopper. The area is becoming full of pits that cause damage. Can any of you guys make it? Or is the ground collapsing too fast. In order to have a walk-through you can press Opt1 to become invulnerable (007, 077 or 777 - different developer modes) - allows you to walk all the way to the chopper. Just so you see what to area looks like. The chopper will wait at the letter H most right. onduty.lnx
  10. Guys. What a pity you tell me this now. I could have written On Duty with linked sprites but now I am too far in the project for changing the design. I already used the RAM for other things and there is no way to change this any more.
  11. Yep. It has been published by sage in this forum.
  12. Reminds me of my flight to eJagfest with two Lynxes in the cabin baggage. All the guys at the security came to inspect the Lynxes and my collection of carts. They were really nice and told about their own first handhelds.
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