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Posts posted by gorgh
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the game would of been freaking playable!
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http://www.rgcd.co.uk - C64 stuff
http://www.psytronik.net - different formats
http://www.revival-studios.com - mostly vectrex and videopac
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I just wrote a little article about this upcoming game,
i keep my fingers crossed for the final release
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Steve Nicklin asked me for a source code, here it is:
http://www.mediafire.com/file/dektc5d5b4dxyde/isohunters.rar
Main file is called iso4.txt , all of the rest is linked inside.
Subroutine which draws playfield according to 10x10 array on $a200 is called "loop1" (loop2 does the same) . So I hope some of the code will be useful.
in case of any problems - gorgh at o2.pl
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mail sent
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Agenda team will contribute, too, still working on it, should be sent at 31th
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C-Drug has not been published yet. I've seen the demo on the SV and it trully rocks
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no, it's only 1 or 2 players game. I considered the option to add more players but it would be hard for me to keep good framerate with more soft sprites
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hi, the game will be available after some improvements in a few days (got to catch up on my job first) for both PAL and NTSC systems. Hope you will like it

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What Heaven said.There's also a sinus scroll example in MADS package.
Where? I checked the GFX folder of the exemples, but did not find it?
Thanks
Marius
Yeah, file is missing in a new package, here's a link to a file from older package.
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What Heaven said.There's also a sinus scroll example in MADS package.
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yeah, definitely there are serious advantages of using illegal opcodes
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do the same with 2 less cycles, or am i missing something?
yeah, good point, I guess I wanted to test Ilegals and didn`t noticed that it works slower, just missed that
Anyways, using SAX and LAX (f.e.) could be useful, but first one have to check if they work properly on different machines , it could ba a simple code that could be tested by the Harmony cartridge owners, I`ll try to write such code for A XL/XE .
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here`s the code:
; soft sprite procedure mix ldy #0 lda $60,y ;screen background on zero page ldx $a400,y ; mask xand #$ff ora $9800,y ; sprite shape sta $a300,y iny cpy #$90 bne mix+2
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Obviously the atari 8-bit doesn't have a vic-2 chip, but is it possible that something else might be putting data on the bus whilst your code is running that opcode? If it's happening in one place, and not another it sounds like it must be caused by something like this....
In that case Antic might cause this trouble. I deleted information that it sometimes works and sometimes not, because it doesn`t work at all, only if the accumulator is 0 the result is correct
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Yeah, I checked it and it`s probably this opcode.I`ve used it cause The description I`ve read stated that It`s stable with $ff argument which excludes the influence of internal CPU register.
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I used SAX ($87) and ANDX ($8bff; @ and X -> @), I`m not sure which one of them coused troubles though.
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From my own experience with alari XL/XE I can say that Illegal opcodes ain`t called "illegal" for nothing. Even if they work on 4 machines, on 5th they will crash. In 6502 CPU case it`s mainly because there were many different models produced,so it could be the same with 6507. I used illegals in my game for soft sprite routine, and it worked perfectly on my machine, but then I sent it to competition and the effect was like this:
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Although I play games quite seldom, here are my fav:
1.Bulder Dash
2.Fred
3.Super Cobra
4.Pole Position
5.Robbo
6.MULE Wars
7.Monzemuma`s Revenge
8.Gremmlins
9.Moon Patrol
10.Władca
Similar poll took place on AtariOnline Forum:
http://atarionline.pl/forum/comments.php?DiscussionID=381&page=1
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As the subject is close to my hearth (i`m working on my a8 project in a free time),i involved myself into this small project to get information about new games on various 8 bit platforms. So, if anyone wants to get some news or post links,here it is:
http://www.facebook.com/pages/Upcoming-New-8-Bit-Games/110211785682404

New retro computing site: neoncluster.com
in Atari 8-Bit Computers
Posted
nice design and content, tho