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Posts posted by Eagle
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By the way, here's just some software-sprite-stuff to compare with. It's NRV's job of some years ago:Wow hardcore
@Heaven: Now I know what you means "precompiled" sprite data+code

I haven't used any advanced optimization code.
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@analmux: You have here the same thing.
http://asma.atari.org/asmadb/search.php?play=3357
@Heaven: Software sprites using Pre-Shifted Data.
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analmux - perfect

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18 sprites - 16 line high each
Sprite data 576 bytes, change every frame.
It all takes 72 cycles.

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@Heaven: Did you notice that the animation all hardware sprites takes only ......... 72 cycles?

@Philsan: I can only say that I'm working on something similar.

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No Digi No fun
Press fire

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Version 25fps

Hardware sprites still 50fps because they don't take Cpu time at all.
And now we have 1 empty frame for game logic and whatever we want

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how many CPU time is left?About 120 lines.
It's 50fps. This was the reason why I did this demo.

That is why there is no buffering background.
I have to try to play fx samples by another method.
But I must say that after converting even to 3kHz - 8bit - sounds bad on PC.
Small update
You can use joystick now

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We can use Pokey Timers, CPU, or DLI.
Dli is the worst option for quality.
But it is not so bad.

I need to check how it will work with sound effects.
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So it doesn't playback during VBI time?That was my idea. To check out how to play the sample at DLI.
Even though they are not packed. I did not want to waste cycles.

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how is the playback routine working exactly?59 DLI
Any chance to reduce the jitter that way?This is my fault. My conversion sucks.

But 3kHz for the sound effects will be fine.
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Tell me how it is done. That does not sound like c64.
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I don't have clue.

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@José: the screen starts with the address $E000, I forgot to clean it.
@Tezz: veeeery long day

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Am I mistaken or are these moving little more precise ?Nibble now (2 color cycle)

The target is to be a cycle.
Can you make them larger ? Double them in Y direction...Yes. But my idea was check how many objects I can put on screen with digital sound (3kHz)
I try to use tricks to make it look good and that there was a lot of objects.
But this will be next week.
Today I did nothing. It was nice weather.
And this is a rarity in the UK. Trust me.

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Ok.
Some minor changes.
Next week I'll try put extra 12-16 objects and animate all of them.

Of course with 50 fps

Hmmm... I think will be good idea do something in future in Emkay mode

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I see x-movement is 1 byte, how precise is y-movement ?x - 1 byte
y -1 line mode 13 antic
I don't get the math with double time to have triple objectsBecause now I use 2/3 of CPU time.
How is the playback routine working exactly?Yes it's Vcount
There is no masking.. just simple LDA, STA.Yes
It was written quickly to see Emkay mode.
But backround could be on PM ,like in BloodFire.
I'll try improve this today.
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Emkay Mode continue

Small changes and code optimization.
Emkay this digi could be easily 6kHz.

Now is 20 objects. Program start on grey line and finish on blue line.
I think we should name this Embex (EMkay+ZyBEX).
It's still 50fps. Hehehe
Sorry for the graphics but I'm not talented.
With 25 fps could be about 60 objects

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TV signal standard usedThis is different thing

Atari signal is 50 full frames per sec.
Anyway screen on your tv is refresh 50 times per sec

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PAL TV is - 50Hz
broadcast tv signal is 25fps


What Horiz. scrollers you know that run at real 25fps?
in Atari 8-Bit Computers
Posted
It is ok for demos but not for the game.
We have to balance between speed and memory.