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Everything posted by emkay

  1. Well, but you also have to admit that it is a very good way of using POKEY. Remove the samples and the attending voice, you might get the best solution for the game tune. So the tune gets the same "catchiness" as in the arcade. The SID version is also ... erm... cough ... "optimized" for SID.
  2. I'm not doing that. And there is NO project done where I mentioned the problems. It's also not me who does "cut folks off" . They reach the limits of the machine and drop the project. You may find a scapegoat in me, caused by my writings, but that is not my fault. I'm only helping to point to the possible things. If people don't listen, well let them move on. You also seem to follow my posts for some cause. But you oversee that I did "thousands" of music experiments and explanations. Only "some" people did take care , well some died already. It's sad anyways. We had so much done to develop things. And then ? The next day you read "O I did something new" , while it is just a re invention of the wheel. In theory you could write the same on and on. Every day someone might stumble upon the written. You might know, people always blame the TV Broadcasters to rerun broadcasts on and on. But every day a new viewer might have a look there, receiving something new. What a misplaced view of things is that now? I'm also not telling to do the stuff on other platforms. I'm pointing to the related possibilities., including the differences of the machines and their capabilities. No need to encourage people when they were doing right. I never did. Enough off topic.
  3. If some serious talk was possible in this forums, we had to talk of "linear audio" . There is no "bass" to talk about, as there is none. Seems some guys have some strange "audio devices" connected, so there might be some "bass" audible. I wonder of the equalizer settings . I'd bet 200Hz at + 9db?
  4. That sound routine seems to be very good (very stable and clear) . But no one can overcome rules of physics. The higher tones get louder because they change more often, resulting in more "pulse power". That's why newer chips have triangle or even sine waves build in. They don't change the frequency but the voltage very fast. The chance with POKEY to get rid of the sampling noise is to put them into the ultra high sound range, or find a way to cancel the high tones. A shifted replay of two , 3 or even 4 channels could remove the high "beep" just by the resulting overlay of replaced voltage levels. But it surely will make the low tones louder. The timing is depending on the wave length. It may need some testing ...
  5. Where is my latest Post wrong? There is no depending answer written afterwards .
  6. Not bad. In the end, it shows that we need a music tracker that allows all possible combinations that POKEY offers. To get the best possible music.
  7. Interesting mentioning Freddy Mercury. Why do people have to have indic roots to sing that great ? IMHO the 90s suffered a lot from all those remixes. If there wasn't people consuming that stuff, they would have changed quickly. Most ear cancer appeared due to those directions of metallized instrumentations. Didn't hurt much No. The 2000 and 2010s were bad because more and more crows learned to hit a note.
  8. How long did you take for this? It's a really crazy edit. (in a good way). Also the 15kHz part is nicely done. Here are some proposals. Please have a listen. I wouldn't even try to adapt the tune to PAL, as the replay speed is recommended for the tune and the envelope . Just some instruments changed to have a little more "nes" in it. TMNT_Title01e.zip
  9. Seems, one more has been trapped in the bait of Atari development. What you see in "project-m" is a border walk of 3D presentation. Coders mostly turn that way (walking on the edge of what is possible with their ideas) , just to proof something. Ending up in "I will finish it later". But it will never get finished, caused by the limits of the machine. Yeah, a Wolf 3D could be possible using this projection of the background, if the enemies were just silhouettes/shadows, or look displaced by the different projection. If you want to know what is really possible, just have a look at "m.o.o.d." on the C64. Either the double resolution, or the double fps was possible, if you want to have a consistent game.
  10. The biggest mistake a coder could do is to run the fps always to the limit. This destroys the gameplay , if the fps get lower when the action appears. OK, if there is a low fps of 30 and high fps of 300 , you won't get the problem that quick. But if the low fps is 3 and the high fps is 30 , you may get it very quickly. The aimed 14-16 fps should never be exceeded, even if the cpu and graphics chip could produce 30 fps of more. It would make more sense to the game, if the fps is always 14-16fps and depending on the amount of "enemies", add pauses or let the CPU do other stuff. Unpacking something, leveldata for example, or play some digital sound... whatever... load a sector from disk...
  11. Hm... Industrial. Thinking of THE industrial product and some aimed game to have for the Atari. I had some idea Mixing the "Terminator" with the "Wolfenstein style" in Project-M
  12. Having a look at MooD on the C64 , which is showing half of the resolution and plays "OKish" at 6-8 fps, possibly all that character mode juggling, is to use simple Antic F with repeated lines , and to get a resolution of 40x50 and GTIA 10 overlay , could end up in a playable game in a much easier way. Both ways could end up in a 14-16fps 3D game.
  13. There are currently 32 bytes used, and the characters have to build the "slopes" for one character mode line angles, textures can be set every other character mode line in the depending angle. More than 64K for the character sets won't be a problem on a 130XE. Partial Mirroring of the "Wall" projection is strongly recommended to save memory. I could be done in vertical ranges where no moving software objects appear. There is also the possibility of changing some character's content mid screen, if needed. So the upper border of a wall could be re used on the floor (mirrored by hardware) with a gap where the wall can be passed through. And so on.
  14. And with interleaved switching, you could use 2 times [16][8] for the angles. Using 256 chars won't leave free chars for enemies or else. As the Atari is rather limited with it's PMg, you have to keep chars free from "prepared" data. 128 chars in possibly 16 x 4 =64 and use 4 charset for the Angles per character line. A character set with 256 chars uses also more memory than a 128 chars set. Actually, the "4 character sets" could help doing "rotation animations" or "animation rotations" , just by changing the viewing angle. So particular "strafing around some object" could get very impressive.
  15. Where is the real benefit, if you do that "addition" ? 4 bits = 16 different chars 6 bits = 64 different chars 7 bits = 128 chars 4 bits + 4 bits =16+16 = 32 Where is the need to put "evenly info" there, as you have to address the character and the memory position in full bytes? The only thing that is missing is some "Sprite Overlay" that is offering more color and detail. Reminder: If the Atari had the same sprite options as the C64, even a fluently running DooM was possible, without a CPU upgrade.
  16. Some clue about the "enemies". Using the PMg for them might result in weird visuals. But there are solutions for shadow "shapes" and "shining through" objects. Doing "enemies" char based is no problem, as you stated. So it could be possible to let them look like Wolf 3D, if enough chars were available, and the PMg it set in front of those chars, to allow more details. If the enemies were restricted to char-mode movement, it won't be much disturbing (to me at least) .
  17. Simple as is: If the screen gets bigger, you can stay away more from the display, thus the scanlines get less visible I'd really like to see a working game with 2 or more enemies moving independent on a simple "gr. 9" or even "gr. 10" screen than to have that much colors without a game Also, the missiles still could be used to set colored objects. I didn't check your engine before. But is surely pointed to re-used characters , particular in the latest video. Re-using characters is also mirroring
  18. If you have a complex sprite overlay available, for sure.
  19. The latest videos show obviously that mirroring is used . 64 Byte would point to 32 bytes width and the need of an extra line for different content. Possibly character mode is used with chars "fills" depending on the angle of the projection. Movement seems to be at byte boundaries. Thus it figures out that "4*" fps in a rotation fit to the time and the shown changes.
  20. No reply yet? How about someone else showing better music than the last video?
  21. Nice progress in terms of fps. A 3D shooter has never been that near. Btw. The scanlines would be less obvious, if the gaming screen was bigger. How about a different projection of the graphics? Just some GTIA Mode 9 game... no borders , the missiles used for giving the different color for a door else... one or two enemies , and the "gun" of the protagonist? If such thing was turning into a game showing 14-16 fps, it would be "king's class" ...
  22. Partly. Is it this game, this thread is about? There are also other "Enduro" games. The posted links are not very useful, as the Atari has restrictions. The Motocross demo shows the right way. Possibly Gorgh (the coder of it) will add some words. On the 2600 the framerate is very good. That's why it seems very playable.
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