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Tjoppen

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Everything posted by Tjoppen

  1. 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.
  2. 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
  3. 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.
  4. 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
  5. You know, it's be easier to just hook whatever CPU you're using for this directly to the TV..
  6. Add some LSRs in strategic places in the player so it reuses each pattern four times?
  7. 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
  8. Try "more time during VBLANK" I also think you're underestimating the amount of work needed to port the demos to NTSC. Don't burn yourself out, man.
  9. There are several servers for connecting to IRCNet. I use irc.okit.se
  10. You could either strip down Stella or fork sidplay and hack TIA emulation into it. Then just play ROMs. No special file format required (except maybe indicating a stop time somehow). For ROMs with multiple songs something like a separate index file with initial CPU/RAM state for each song could work. Oh, and you'll want to run the sound generation at the full TIA rate (3.57 MHz), then downsample after low-pass filtering. This because there's even more advanced audio techniques possible that require better emulation, like dithering to get higher bitdepth.
  11. Get the cheapest parallell (Flash) EEPROM you can find (probably SMD ones). Tie any extra address lines to GND. Pricey.
  12. Fix your Makefiles. There are lots of hardcoded paths in there. I'm getting compilation problems like these: make: *** No rule to make target `/opt/mxe/usr/i686-pc-mingw32/mkspecs/unsupported/win32-g++-4.6-cross/qmake.conf', needed by `Makefile'. Stop. edit: For those more low-tech inclined, there's lft's raster paper: http://www.linusakesson.net/programming/rasterpaper/ - I'm working on a 76 cycle variant.
  13. Check the logic for the measure variable. Introducing a table with "if at this measure then restart at this measure" shouldn't be too hard (assuming you want all songs to loop). Then just set the measure var to the start of whichever song you want to play!
  14. Oops, my bad - there is of course LDX Absolute,Y. If you want to draw more than one sprite you need indirection, but there isn't any LDX (Indirect),Y. In that case LAX (Indirect),Y becomes useful. As for the illegal ops thing, if you can find a VCS which doesn't support them I'll avoid them. Until them I'm going to keep using them! Especially ANC, SBX, LAX, SAX and DCP It can be quite useful
  15. Use LAX Graphics5,Y -> no need for TAX -> save 2 cy, 1 B. Words cannot describe how excited I am about this! We should definitely talk at Revision. Oh, and do pop by on IRC (#dss @ ircnet)
  16. >space is getting a bit short, so we're talking between 250 and 300 bytes to work with If you already have say the Slocum player in there, then you can point your patterns into random places in the code. Just play around until you start getting sequences that sounds interesting. You'd be surprised what you can get away with as long as you get a nice base-y pattern going..
  17. Making demos is quite a lot of work as it is. My demos could probably be ported for the most part, since I use EQUs for the line counts and music tempo. Some effects rely on there being enough time in VBLANK if I remember correctly. Anyway, it's more work than it's worth - I only ever ported Nyantari 2600, which turned out to get getter colors on NTSC.
  18. Use the Stella debugger More seriously, if you want to see how the actual code to one of these things look like then all of my releases include source code. See plasma.asm in Stella Lives (direct link to release with code), or eorplasma.asm in the SillyVenture 2k12 invitro (similar kernel, but with EOR instead of ADC, release+code).
  19. Any idea when the other entries will be up? I know Ed Fries submitted an entry, and there was likely another one. By the way, if you guys want to see previous VCS demos then just check out the prodlist on pouet: =Atari%20VCS"]http://www.pouet.net/prodlist.php?platform[]=Atari%20VCS
  20. Use sed. Something like sed -e "/^;.*/d;s/;.*//" < in.asm > out.asm edit: Here you go: http://pastebin.com/XG9zEQTY
  21. A VCS pony game? I know several people on IRC who will be very interested in this. Unfortunately I don't know any bB to help, but I can offer moral support.
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