-
Content Count
298 -
Joined
-
Last visited
Posts posted by gorgh
-
-
-
At some point probably yes, but I assume Duddie, the owner of Retronics, will release the physical copies first
-
3
-
-
nice one

Btw. to keep you folks updated, Piesiu joined the team so one can expect top notch graphics, also the game will be published by Retronics on cartridges, cassettes and possibly disks.
The game on cartrigde will require 64 kb RAM whereas file version will require 128 Kb RAM, there's just too much code and graphics to fit into stock machine.-
7
-
1
-
-
hoserama99: lol
Gunstar: oh it's the final title alright. I saw this pun on pouet by LeGend and I loved it instantly.
-
-
Hi Bill, the main difference is speed of the game (ntsc runs faster obviously) and the flickering of one enemy sprite sometimes, otherwise no major differences whatsoever
-
Hi Lastic,our friend Kaz is preparing a promo video as fas as I know,
btw. Game works in NTSC as well as PAL-
3
-
-
today I've finished the basic functionalities of the engine, hope you like it (the yt quality is awful)
-
7
-
-
-
Hi friends & colleagues,
I hope to bring you much fun for the upcoming ABBUC contest.
Since couple of days (about 6-7) I'm working on a new project. It will be an 3d golf game, lot of math calculations involved, the engine is 50% ready.
Code by gorgh, music by Caruso.
The ball is flickering on the footage, on the Atari the flickering is not visible so much.
-
10
-
-
thanks folks
ZuluGula: there will be soundtrack by Makary Brauner & Caruso in the game-
1
-
-
-
Emkay: many remarks helped me see things differently about the game, so if you want you can always PM me

-
hi Snicklin,
the game is ment to be loaded from cartridge, and it all depends on type of cart. If I'll have the one with single loading procedure then there's no way to load more stuff during the game, but I'm not sure which type of cart it will be eventually. -
Kiwilove: yes, I will consider it, thanks
emkay: all remarks are welcomed, but not all are doable or worth implementing-
1
-
-
2,5 kb- filrst level graphics elements
1 kb- hardware sprite data
2 kb- unrolled drawing procedures
10 kb- two screen memory locations
2 kb- fast multiplication look-up tables
7,5 kb- code and tables5 kb- memory reserved for unpacked level graphics
1kb - display lists
----which gives me 31 kb out of 62 kb which is 1/2 of free memory. And I don't have music player, 3 music pieces and title graphics yet

-
4
-
-
narrow screen helps me to dismiss elements that are out of range and not to draw them (-128,128 so if X value sets sign flag then I dismiss this element), besides there are 8 bytes difference between each line in order to have the buffer for the elements so they are not drawn on the other side of screen, so changing screen to 40 bytes would mean I need 48 bytes for each line and I'm already short on free memory (the game probably will run on 128k machines)
-
tane: thanks for this example, I opt to change it
-
2
-
-
Gunstar: bingo! It's Road Rash sprite, slightly modified
-
2
-
-
Gynstar: thnx dude man
José: thanks, I will consider this -
The scrolling is nice, but I doubt they will manage to keep 50fps with software sprites
-
-
I use flopies only with my C64, have like 250 floppies already, 50 of them already loaded with demos, this year I'm gonna buy some stickers to mark the content of disks. Part of them is still in the post cartboard box, part in the original 5,25 box (about 100 of them) and the rest is stored in a home made box my dad made last year.
-
2
-
-
Well I prepared some crowd graphics on the sides of the road and it looks like the main sprite is a bit too small.
Yes, the trees just as every other element is drawn without masks, so sometimes it overlaps the road or other bitmaps, ill try to solve it by placing elements less randomly.
-
3
-




ABBUC Software Contest 2019
in Atari 8-Bit Computers
Posted
Hi Freetz and folks, I've got a question about my entry- is it possible to sell game on cartridges after the contest? Ccwrc asked me if I want to release the game on his cartridges