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Tjoppen

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Everything posted by Tjoppen

  1. Top effort OmegaMatrix Didn't know you could toggle VBLANK like that Now unroll the loop, throw some SAX:es in there for extra colors and maybe use the extra cycles for the ball (forming a 19th pixel).
  2. You should do proper interlacing instead progressive flickering. That way it should look nice on TVs, and work nicer with Stella even when phosphor is off (sort of).
  3. lol. Add a second color to it! Bit Expander: You're wasting lots of time doing table lookups. Since you have almost limitless ROM to do this just do LDA #Imm + STA COLUBK repeatedly. That should net you 11 samples per line (similar to the plasma in Stella Lives). With staggering this becomes 22 apparent samples every two lines.
  4. stephena: What about displaying the actual GRPx/PFx bits as well? Colored boxes + 0/1. And yeah, if I find the time I might mock something up for an even more awesome graphics debug display.
  5. It is? COLUBK is always furthest back.. Random idea and note to self for a potentially better debug display: show the whole line as the TIA would generate it if no registers were changed. Maybe some little arrows pointing to where all graphics objects are, and where the beam is.
  6. Please include this patch. I changes the background color on the playfield/GRPx widgets to COLUBK instead of black, which makes debugging easier. 0001-Use-COLUBK-instead-of-kBGColor-as-background-for-GRP.patch.txt
  7. Yep, using the wider spacing (NUSIZx = 6) allows you to repeatedly do "LDA Abs,X + STA GRPx" instead of preloading registers etc.. You can combine this with early HMOVE to get a 12 digit score display (interlaced) without having to shift graphics. I did this for the text scroller in the SillyVenture 2k12 invitro (the source code is included in the release).
  8. You don't need a DPC+ for that - just sufficient cart RAM.
  9. Oh, you just want a 48 pixel wide bitmap? No problem - just use a normal 48 pixel kernel and read from RAM instead of ROM. Update the bitmap however you want during VBLANK. The maximum resolution should be 48x21 (126 bytes)
  10. Sure, if they're both very thin sprites and close to each other. Like if your "sprites" are single pixels that somehow always keep close enough to fit in an 8-pixel sprite.
  11. That's not a lot to go on. Try drawing a picture or something.
  12. Region mostly. More VBLANK time is also a plus.
  13. You could store graphics so that something like this works: lda (ptr),Y sta GRP0 iny lda (ptr),Y sta GRP1 ;keep doing INY + LDA (ptr),Y + STA GRPx blah blah Since Y isn't free for temporary storage this might not work for 48 pixel sprites, but 40 pixel sprites should be fine.
  14. This is great effort Do you mind if I nick a few of the pictures for a presentation of my own?
  15. Not being able to move diagonally is a bit annoying..
  16. It's a bit sparse. Try adding some obstacles? Being able to jump while "dead" looks strange. Add some sound effects. That's my criticism for now.
  17. Neat. Gives hectoByte a run for its money 128 B doesn't quite qualify as a wallflower though. I've been doing experiments in 32 B (16 B isn't enough to get any sort of stable behaviour, AFAICT). And: why don't you assemble it as a 128 byte binary to fit into that category on pouet? Simply change ORG $F000 to ORG $FF80
  18. I could answer some questions if you'd like. You'll also find most of us on IRC (#vcsdev @ IRCNet), see this thread. Plus some also have AAge accounts. I was at Outline this year (and last year). It's quite a cozy party.
  19. Actually, I turned it into a demo called Sound Coder last year: http://pouet.net/prod.php?which=59283 The download includes source code - feel free to use, though acknowledgement would be nice if you use it in something YouTube: http://www.youtube.com/watch?v=tEYH1-MY9s8
  20. You know, it's be easier to just hook whatever CPU you're using for this directly to the TV..
  21. Add some LSRs in strategic places in the player so it reuses each pattern four times?
  22. That looks similar to some old code of mine, for scrolling rainbow bars: ColorTab byte $20 byte $40 byte $60 byte $80 byte $A0 byte $C0 byte $D0 byte $B0 byte $90 byte $70 byte $50 byte $30 byte $20 byte $40 byte $60 byte $80 shyKernel ldx #LINES-1 shyKernelLoop txa adc frame tay and #$0F sta temp+1 tya lsr lsr lsr lsr tay lda ColorTab,Y ora temp+1 sta WSYNC sta COLUBK dex bne shyKernelLoop
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