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TXG/MNX

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Everything posted by TXG/MNX

  1. Try to get a megaspeedy for the 1050, add 1 or 4mb ram and an ide +sd or other hardware like sio2sd that would make your setup pretty complete
  2. I would love someone would make of the veronika cartridge for this because there is almost non real support for this nice cartridge..
  3. Interesting could you dump both roms ? Maybe a diff from these roms would give extra info Verstuurd vanaf mijn Le X829 met Tapatalk
  4. I think the Veronika cartridge is ideal for this Verstuurd vanaf mijn Le X829 met Tapatalk
  5. Any link I checked http://www.scatologic.com/index.htmlbut didnt find the news
  6. Also from floppyboard done by guus assman Sent from UMI hammer with Tapatalk
  7. http://www.dereatari.republika.pl/schematy.htm Sent from UMI hammer with Tapatalk
  8. There are schetics on the inyernet Sent from UMI hammer with Tapatalk
  9. I prefer the original psu's never had any issues with them. I use also a poweroutlet with a switch so when not used its turned off so that would be best for all psu's
  10. Blackbox claims all the Id's to bad someone should fix that.
  11. Hi there is also myst & myst demo and elansar and philia Sent from UMI hammer with Tapatalk
  12. I think use those registers but first detect pal/ntsc that must be possible right ? Or use a pokey timer interupt Sent from UMI hammer with Tapatalk
  13. I prefer to use old cd writers that can write real 1x or 2x speed. Most drives set to 1x or 2x burn on 10x so it seems sometimes its burning low speed but then they use something like burnproof , ultabuffer, safeburn Also there are cd+r discs that have a minimum burn speed most spindles I see now are minimum 10x to be reliable. Also the disc itself can make a difference. I have seen people using 'black' cd's they didn't work on my jagcd but did read on pc, when I copied the disc it works. But remember when the Jaguar CD was released it was not really common to use cd+r discs Because making a cd at the the time the jaguar CD was released was time consuming and did cost alot, was the reason Atari made CD devkit. The idea was that people burned 1 CD with all the game assets and sounds (data) on the CD and the bootcode and program track where emulated on an Atari Falcon030 with an interface that did connect to the DSP port of the Falcon030 and that interface did connect to a flatcable that was mounted inside the Jaguar Dev CDROM player. The CD was emulated on a SCSI harddisk. I got this kit at home but need to install in on my Falcon030 to see how it works but that is planned later on this year.
  14. Hello, If you're an owner of the ATW800 please come an visit and share your experience. https://www.facebook.com/groups/695203793974742/ If you're interested you can also visit ofcourse.
  15. Would be nice if Action could compile 65816 code, maybe a runtime for 65816 aswell.
  16. Indeed Mads pascal is much more optimized but for native 8-bit you're correct. @Luckybuck which such annoucment I missed a photo of you with blond hair :-)
  17. Hi, After trying several programs (paint, paint.net, psp I did manage to export the picture with xnview and it displays fine now in 4-bit I only used the save function within xnview but found out that the export function did allow me to export 4-bit with or without transparancy. The exported file does display correct just like I see it in any program. Thanx for the help, I was lost by the fact that paint.net/paint/psp 8 did load and save the file and did preview fine. The properties from the file in windows did show also 4 colors.
  18. I did try everything but the demo2.bmp no success it doesnot look the sane, On windows on every program the bmp lookw good :-(
  19. I used paint.net with the lowcolor.plugin or maybe there is new pluging will look for it. I will test your bmp later this evening when I am using my dev laptop. I don't have psp anymore had it in the old days, seems I need to find the cd again.
  20. Hi, I got an issue when I save a bmp as 8-bit and load without clut it looks the same in vj as my created graphics. But now I did save the same picture with 16 colors, tested it afterwards in xnview en paint from windows the picture looks good but VJ does display it not the same. Anyone knows what issue this is ? The attached demo.bmp is 4-bit color. I got this set in RB+ ========================= Sprite info dc.l 1 ; (REPEAT COUNTER) ; Create this many objects of this type (or 1 for a single object) dc.l is_active ; sprite_active ; sprite active flag dc.w 0,0 ; sprite_x ; 16.16 x value to position at dc.w 0,0 ; sprite_y ; 16.16 y value to position at dc.w 0,0 ; sprite_xadd ; 16.16 x addition for sprite movement dc.w 0,0 ; sprite_yadd ; 16.16 y addition for sprite movement dc.l 320 ; sprite_width ; width of sprite (in pixels) dc.l 112 ; sprite_height ; height of sprite (in pixels) dc.l is_normal ; sprite_flip ; flag for mirroring data left<>right dc.l 0 ; sprite_coffx ; x offset from center for collision box center dc.l 0 ; sprite_coffy ; y offset from center for collision box center dc.l 320/2 ; sprite_hbox ; width of collision box dc.l 112/2 ; sprite_vbox ; height of collision box dc.l BMP_water ; sprite_gfxbase ; start of bitmap data dc.l 4 ; (BIT DEPTH) ; bitmap depth (1/2/4/8/16/24) dc.l is_RGB ; (CRY/RGB) ; bitmap GFX type dc.l is_trans ; (TRANSPARENCY) ; bitmap TRANS flag dc.l 320*112/2 ; sprite_framesz ; size per frame in bytes of sprite data dc.l 320/2 ; sprite_bytewid ; width in bytes of one line of sprite data dc.l 0 ; sprite_animspd ; frame delay between animation changes dc.l 0 ; sprite_maxframe ; number of frames in animation chain dc.l ani_rept ; sprite_animloop ; repeat or play once dc.l edge_wrap ; sprite_wrap ; wrap on screen exit, or remove dc.l spr_inf ; sprite_timer ; frames sprite is active for (or spr_inf) dc.l spr_linear ; sprite_track ; use 16.16 xadd/yadd or point to 16.16 x/y table dc.l 0 ; sprite_tracktop ; pointer to loop point in track table (if used) dc.l spr_unscale ; sprite_scaled ; flag for scaleable object dc.l %00100000 ; sprite_scale_x ; x scale factor (if scaled) dc.l %00100000 ; sprite_scale_y ; y scale factor (if scaled) dc.l -1 ; sprite_was_hit ; initially flagged as not hit dc.l 1 ; sprite_CLUT ; no_CLUT (8/16/24 bit) or CLUT (1/2/4 bit) dc.l can_hit ; sprite_colchk ; if sprite can collide with another dc.l cd_keep ; sprite_remhit ; flag to remove (or keep) on collision dc.l single ; sprite_bboxlink ; single for normal bounding box, else pointer to table dc.l 1 ; sprite_hitpoint ; Hitpoints before death dc.l 2 ; sprite_damage ; Hitpoints deducted from target dc.l 320/2 ; sprite_gwidth ; GFX width (of data) Build.info Reading assets.txt line Processing ASSETS\GFX\demo.bmp Converting BMP internally into gfxdata/clut... File is 320 pixels wide, 112 pixels high and is 4 bits/pixel Asset info abs,BMP_water,gfx_clut,ASSETS\GFX\demo.bmp In main code loadclut(strptr(BMP_water_clut),1,16) demo.bmp
  21. Damn I would like to have it but its pretty expensive Sent from UMI hammer with Tapatalk
  22. I still use pc for work, for sparetime I only use Atari's like the Lynx, Jaguar and the 8-bit / 16-32 bit systems I have.
  23. Search for syscheck here on AA for more info Sent from UMI hammer with Tapatalk
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