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emkay

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emkay last won the day on September 30 2010

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About emkay

  • Birthday 01/14/1967

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  1. You are really fascinating. Come on, you were a C64 freak. Atari is only some base for earning money. Knowing nothing about the great 8 bits, you were just leaded to judge for assholes that pay for your live, isn't it ?
  2. Sorry, but I'm not the cause for your false recognition. Did you see the latest software for the Atari? It's a part of my comunication which you were surpressing without any evidence. You are supporting the assholes and surpess the developers.
  3. Not sure if those incapable Mods will show this , but POKEY don't need to "start" beating SID, as SID wasn't available in 1979...
  4. Today I found this channel, and there are amazing "8-Bit" Sounds to find. For myself I'd like to have a 3 channel notation of this one: This one yells for a Pokey conversion.
  5. Midnight Resistance is a "could be" as the count of moving objects is mostly around "up to 6" ... The soundtrack is more of my interest, because ist sounds 100% possible by POKEY. Someone could offer the SID notations?
  6. Every time it comes to this type of arguing , I just have to post that Image. Particular "Labyrinth" is a game changer, as the Sprites are huge and have their special look and move very smooth. You won't get that with just Character mode fiddling... Using the "overlay mode" as the Atari offers it best, the big moving objects have to be build on Charset mode, while most of the background has to be set with PMg multiplexing. The details of the "background may vary by the use of free CPU and/or regions where the moving objects don't move. Or accept that some details may get lost, when the moving object crosses dedicated ranges. For some imagination how big the "Sprites are, here is a pixel exact "picture in picture" of a C64 game screen:
  7. OK. So have fun playing a game that is based on the special graphics and sound system without graphics and sound ?
  8. They'd have to re write the whole engine to suite the Atari's hardware better.
  9. "Working Run and Gun games" use about 20 free moving objects. Not only objects, real sprites with everything, incl. collision control. Runner Bear shows up to 3 of those. I still wonder, if someone might start to use the Atari at it's best for such a game. Using character mode, 20 of those "sprites" would be possible...
  10. Nothing more simple as is: If you move a PM object up or down, the easiest way is to just move a "10 line high object" with 11 writes, and the last write is just a "00000000" ... Do that every VBI... voilá ... you get what you see. I name it "do a dot, move a dot". It is a huge disadvantage for the Atari that the PMG has no Y register for positioning. If you keep that in mind, You'd drop the idea to use HW scrolling plus PMG for moving objects.
  11. Well, there is "one" .... Green Beret. But, you might see the problem on the 1st sight, when a game is just ported...
  12. Scrolling wouldn't be the problem. The problem is the limitation of the Player Missile Graphics. While horizontal movement is just a single write, the vertical movement is much more complex. Moving in Y direction is more like a software sprite without the need of background checking. You get a heavy slowdown, when more than 6 objects move independent and in x and y direction. It doesn't mean, this won't be possible at all, but there is no way to adopt any game from other Platforms to the Atari. Such game would perform best, if the PMG was multiplexed to simulate the background, and character mode was used for handling all moving objects.
  13. Never gonna give you up ... ?
  14. I'm not jealous of most of that games missing on the A8. But some great adventure games like "Day of the Tentacle" would fill a gap of a missing genre. Ok. OK. Monkey Island, too
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