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Synthpopalooza

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About Synthpopalooza

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    Stargunner

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    Male
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    knoxville, TN
  • Interests
    Atari and Amiga computers, Doctor Who, science fiction, 1980's electronic and new wave music

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  1. That laser sound isn't decaying properly. I will update tonight.
  2. A preview ... I will detail the process later of designing graphics in 160A interlace. This is a very useful mode, you get 9 colors plus BG across 8 palettes, without high DMA costs. To design, you will need the Altirra 8-bit emulator, and an Atari 8-bit software called ICE. I screenshotted it below. You will also need GIMP to process the images for 7800basic. More in the next post. Meanwhile, you can see a background for the Arkanoid game being edited.
  3. And in the interlace 160A mode, should we end up doing that in the NTSC retool ... you can have either 4 (if you only use 2 red shades), or the full 6 if you use three red shades plus the BG. We can get that cool two or 3 level shading on the bg as well.
  4. Here's the updated binaries for my attempt at that arkanoid 2 level start theme using the SKCTLS setting. I've included versions with POKEY both at $4000 and $450. They will not work on emulation. Prosystem plays it out of tune, and A7800 not at all. Would be very keen to hear if it plays accurately on real HW. arkanoid2-levelstart.A78 arkanoid2-levelstart.asm arkanoid2-levelstart.bin arkanoid2-levelstart-450.A78 arkanoid2-levelstart-450.asm arkanoid2-levelstart-450.bin
  5. I just noticed in the 160B demo ... Color number p7c1 very last column top row on the base color display at the bottom ... it should be a dark grey, but it does not seem to be showing up at all in your photos.
  6. That would be helpful. I am wondering if changing the brightness on the 320D letters would help. Maybe not on scoring fonts, but I am wondering if it can be used on game elements that don't need to be legible. Regards 160B: Some of the bright rows have luminances which vary by more than one step, and they tend to flicker more. Those colors are probably best used minimally. This is a limitation I came across before when experimenting on the Atari 8-bit computer.
  7. Thanks. About that last bin ... it uses an obscure POKEY and SKCTL setting which only works on real hardware, not on emulation. On the 8-bit computer this was used to generate modem carriers, DTMF tones, floppy disk beeps, etc. Channel 1 is silenced and controls frequency, channel 0 is a modulator. This can produce SID type sounds.
  8. Thanks. About that last bin ... it uses an obscure POKEY and SKCTL setting which only works on real hardware, not on emulation. On the 8-bit computer this was used to generate modem carriers, DTMF tones, floppy disk beeps, etc. Channel 1 is silenced and controls frequency, channel 0 is a modulator. This can produce SID type sounds.
  9. Trebor: Another test case for you. This is potentially for a port of Arkanoid 2 to the 7800 ... a what if, shall we say. Plug this in on a real 7800 and let me know how it sounds please. I did some experimenting ... it works in theory on Atari 1200XL. Did some messing about with AUDCTL and SKCTLS for this POKEY has been mapped to $0405. arkanoid2-levelstart.128 arkanoid2-levelstart.A78 arkanoid2-levelstart.asm arkanoid2-levelstart.bin
  10. As for not operators ... this: GOTO 400*NOT STRIG(0) Always beats this: IF NOT STRIG(0) THEN 400 Just be careful about renumbering.
  11. Or the old Star Trek logic puzzle: Everything I say is a lie. I am lying now. Do you believe me?
  12. These were the same I sent you in PM:)
  13. The big thing is that with this method, hopefully, we can do the shadowing which is in the arcade version as well.
  14. Here's an example of my 160A rendering technique. It uses a flicker to get extra colors. In this case, a 4 level blue is possible. I used 3 here. Drawbacks ... it looks rubbish on PAL. It takes 2x font and Sprite memory because you must double-buffer everything. Advantage ... it's in 160A so no DMA costs. This method can also be used to anti alias the font and also get that elusive dark blue bg on the title screen. arkanoid3-bg.bas.bin arkanoid3-bg.bas.a78 arkanoid3-bg.bas
  15. All 91 colors are in and arranged, across both palettes. Below is a screenshot, although it doesn't do the blending. Real hardware (NTSC) does a better job. Below the palette display, are the 12 base colors from which the remaining additional colors are mixed. Next step is to allow the colors to be altered to see the effects. In the meantime, you can play with the code to see what color combinations can be had. Trebor: screenshot for this please, and also the 320D demos ... very keen to see how they work on real hardware. Remember: Any of the 91 colors per palette are freely placeable within a character or sprite. When using moving sprites or scrolling backgrounds, you have to animate, move, or scroll at 30 fps (25 PAL) or the effect will not work. palette-tool.bas palette-tool.bas.a78 palette-tool.bas.bin
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