TXG/MNX
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Posts posted by TXG/MNX
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add wavepad aswell also free
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I would love someone would make of the veronika cartridge for this because there is almost non real support for this nice cartridge..
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Interesting could you dump both roms ? Maybe a diff from these roms would give extra info
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I think the Veronika cartridge is ideal for thiswe have seen a lot of additional hardware expansions like video cards, disk adapters, dual pokey etc...
but is there not a FPU which would work with 6502 somehow? (i don't mean here having an adruino board as slave
)something what 8088 etc have?
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Also from floppyboard done by guus assman
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There are schetics on the inyernet
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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
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Blackbox claims all the Id's to bad someone should fix that.
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Hi there is also myst & myst demo and elansar and philia
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I think use those registers but first detect pal/ntsc that must be possible right ? Or use a pokey timer interupt
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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.
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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.-
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Would be nice if Action could compile 65816 code, maybe a runtime for 65816 aswell.
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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 :-)
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I took a look at the headers of both files, and it seems like the field that specifies number of colours is zero in txg's bitmap. At least if I counted right (reference: https://en.wikipedia.org/wiki/BMP_file_format).So it probably does bad things.
If you want a free and (from our experiments, working) program that can write 16 colour bmp files try xnview.
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-bitI 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.
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I did try everything but the demo2.bmp no success it doesnot look the sane, On windows on every program the bmp lookw good :-(
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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.
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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) -
Damn I would like to have it but its pretty expensive
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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.
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Search for syscheck here on AA for more info
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Starting over
in Atari 8-Bit Computers
Posted
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