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Eagle

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Everything posted by Eagle

  1. Here is video from last year MatGuru and his son other project Atari Next FPGA
  2. I don't think so. But I'm not the author of this project. He presents this on Lost Party last week in Poland. All people there point to me as the first person to contact (I have no idea why 🤔 ) I must explain that in Poland Atari 7800 almost never exist. Author of MariaEci sent me documentation and he will send me prototype soon. So far I can say it's looks very very promising. 32MB ram, SD cart, RamCart, Maria rgb/s-video, TIA, extra playfield 1/2/4/8 bits, 8 Covox DMA..... TIA mapped $D115-D11A Maria $D120-$D13F All registers mapped $D110-$D19C I don't expect A8 people to jump in to Maria because it's very different than Antic. But I would expect A7800 people to consider making games for MariaEci
  3. asteroids_lostparty.mp4 Asteroids live from Lost Party Crystal hammer mod IMG_2674.MOV
  4. @AtariNerdYou can play any Amiga mods edit: sample address is 24 bit words so you don’t need banking, also background gfx
  5. Not yet. Only what I can say it's base on Mister (like 7800GD) and have some extra features: - 8 Amiga style sound channels - extra background layer 320x200 (256 colours) with independent scrolling - 32MB ram - DL can have 3 times more sprites than 7800 per line But long story short, A7800 devs could easily make game running on A8 (almost matter of changing equates and orgs). BOM will be around $30.
  6. Check DF settings, maybe ram is disabled(?)
  7. I don't want to go into too much detail, but it's like Super Maria It can make 3 times more sprites than the original Maria and is fully downward compatible. Except that it does not steal Sally cycles as it does in the A7800. Can also display background in 320x200 resolution (each line can be scrolled independently) Plus 8 covox channels (no Sally cycles usage) and has 32MB on board 7800 developers can easily adapt the code to work on the A8.
  8. Maria for Atari xl/xe (running Asteroids) With extra layers 😍 VID_20230707_164509.mov
  9. Here is new version - colors per line: 3 modif 1 locked Background colour is locked and only 3 modified Actually imho looks little bit better WildernessbyPoison3col.g2f
  10. Works WildernessbyPoison_output.g2f
  11. C+4 https://tomseditor.com/gallery/browse&lang=en?lang=en&platform=commodore_plus4&format=&year=&author=&nsfw=0&sort=random C64 https://tomseditor.com/gallery/browse&lang=en?lang=en&platform=commodore&format=&year=&author=&nsfw=0&sort=random
  12. 9 colour 320C mode - artifacts from MisTer artifacts.a78
  13. I would really like to see this game on 7800 320c_gfx_cannonfodder.a78
  14. small update A7800_ Atari 7800 (PAL) Cool [a7800p] 2023-06-16 21-39-25.mp4
  15. Mixed 160A and 160B mode in Direct Mode JS7800 - emulator link 160A&160B mode scroll
  16. Everything is sprite on 7800 Here, you can say it's parallax This is two playfields, but good luck to work with them. First 4 colours and second colours.
  17. To make this work (and scroll) in 320c we need make tiles much wider than 16px, otherwise we will run out of dma cycles. 20 tiles 16x16 = ((4*3)+8)*20= 400cycles! Any empty tiles will give us some dma back. Some tiles will have to be 32,48,64 pixels wide or even more. You can draw them in RAM (I believe that Rikki was using something like this) example:
  18. Version with composite blending from MisTer
  19. You missed that one BTW 320 modes are not a problem for coders, only for pixel artists. I never asked anyone to draw anything in 320C, because I will have to put him on 24/7 suicide watch
  20. this is pallet value, higest 4 bits are pixelsa 0000 00 00 - byte PPpp C1 C2 P and p - are pixels on/off C1 pallet for pixels P C2 pallet for pixels small p
  21. Another very quick conversion randomgfxfromNes.a78
  22. Also from MisTer with composite blending Pal an Ntsc Pal Ntsc
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