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Everything posted by Eagle
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What Horiz. scrollers you know that run at real 25fps?
Eagle replied to José Pereira's topic in Atari 8-Bit Computers
PAL TV is - 50Hz broadcast tv signal is 25fps -
What Horiz. scrollers you know that run at real 25fps?
Eagle replied to José Pereira's topic in Atari 8-Bit Computers
I made this in 2 hour it's test of Emkay Mode. Random graphics data, rubbish digital sound (3khz), program not optimized, 50fps. I was wondering how it will look like. Emkay - it's not bad EmkayMode.xex -
SoftSynth - Jakub Husak http://asma.atari.org/asmadb/search.php?play=1723
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Please help with recognizing the game by its music
Eagle replied to Bony's topic in Atari 8-Bit Computers
Song was made by Jakub Husak Here is more: http://asma.atari.org/asmadb/search.php?q1=2&q2=husak&q4=1&q3=1 and on his website: http://www.husak.com.pl/en/muzyka/atari/ -
What Horiz. scrollers you know that run at real 25fps?
Eagle replied to José Pereira's topic in Atari 8-Bit Computers
hahaha -
Anybody wants to talk about TURRICAN?
Eagle replied to José Pereira's topic in Atari 8-Bit Computers
And should support kinect of course Hehe... Could be funny. Some external Device with a video overlay.... I'd be happy if someone will do it. I loved this game. Maybe someday ... -
So what was A8 equivalent of Shadow of the Beast on Amiga?
Eagle replied to oky2000's topic in Atari 8-Bit Computers
It could be. Emkay probably never will be satisfied. Until he sees the game along with digital music. (min. 2ch) -
So what was A8 equivalent of Shadow of the Beast on Amiga?
Eagle replied to oky2000's topic in Atari 8-Bit Computers
Here is a good example of the Antic power. I try to imagine a game that uses this "wave" effect. -
So what was A8 equivalent of Shadow of the Beast on Amiga?
Eagle replied to oky2000's topic in Atari 8-Bit Computers
POKE 559,35 and c64 people start crying -
Anybody wants to talk about TURRICAN?
Eagle replied to José Pereira's topic in Atari 8-Bit Computers
And should support kinect of course -
Anybody wants to talk about TURRICAN?
Eagle replied to José Pereira's topic in Atari 8-Bit Computers
hehehe Emkay that was 18 yrs ago I started programming on the Amiga. So I abandoned the project. That's why is pointless do this project. IMHO better is start something new. Of course, if you find someone good at graphics and music Most important is the original idea. Invent something timeless like Tetris. Simple and playable ...... and everyone will be ported this to PS3 from A8 :) -
Anybody wants to talk about TURRICAN?
Eagle replied to José Pereira's topic in Atari 8-Bit Computers
I wrote about 20 games in my life. I've learned one thing. You have to force the coder to write what you want. Not what he wants. Coders are lazy They will always go for shortcuts. It depends on you how the game will look like. -
Anybody wants to talk about TURRICAN?
Eagle replied to José Pereira's topic in Atari 8-Bit Computers
The problem is not the engine. In every game the problem is to design levels. This is the hardest job. Programming of the engine is not difficult if everything is designed in advance. You focus too much on technical things. The game should be very playable. There are many games without the groundbreaking graphics and visual effects (eg Robbo). But it is very playable. -
Anybody wants to talk about TURRICAN?
Eagle replied to José Pereira's topic in Atari 8-Bit Computers
I agree with you. But I really would like to talk about a Gr. 7 Atari optimised Turrican, everyday. Let's talk. Why gr. 7? Digimusic? No way! What do you think about this? It looks not too bad. -
Anybody wants to talk about TURRICAN?
Eagle replied to José Pereira's topic in Atari 8-Bit Computers
I agree with you. -
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... and source code music TankVsTank in MAC/65 - by Tomasz Liebich TvT.zip
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Not all of them. ps. file run2aac.com load from dos (/N) after run adress 2aac *.CMC - Chaos Music Composer format EagleBackup.zip
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Game was made by Tomasz Liebich (TL) Was not completed and published. TL has composed many music on the Atari. http://asma.atari.org/asmadb/search.php?q1=2&q2=tomasz+liebich&q4=1&q3=1 and his Sound Tracker bellow I have got a few of his unpublished tunes from old time. I hope i will use in my next production. i.e. ST-TL.xex
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More in ADDA - (Atari Demoscene Database) http://www.adda.atarionline.pl/main.php?g2_itemId=217
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Converting Player position to an antic 4 screen
Eagle replied to Avram's topic in Atari 5200 / 8-bit Programming
You test me? You lost two bytes in your data *=$8000 shape .byte 0,102,126,0,0,24,60,126,60,36,24,0,255,255,231,165,36,60,255,24,24,0,0,0,0; rest. Note, pm is 26 bytes tall .byte 0,6,126,96,96,126,126,126,24,30,0,0,126,126,126,114,126,60,255,0,0,126,126,0,0; frame 1, right .byte 0,0,6,126,96,96,126,126,126,24,30,0,126,126,126,118,126,60,255,0,0,126,126,0,0; frame 2, right .byte 0,0,0,6,126,96,96,126,126,126,24,30,126,126,126,222,126,60,255,0,0,126,126,0,0 ; frame 3, right .byte 0,96,126,6,6,126,126,126,24,120,0,0,126,126,126,78,126,60,255,0,0,126,126,126,0,0 ;<- you lost 1 byte here (last zero) - frame 1; left .byte 0,0,96,126,6,6,126,126,126,24,120,0,126,126,126,110,126,60,255,0,0,126,126,0,0; frame 2; left .byte 0,0,0,96,126,6,6,126,126,126,24,120,126,126,126,123,126,60,255,0,0,126,126,0,0; frame 3; left b1 *=$8100 shape2 .byte 0,0,0,00,90,126,24,0,0,0,24,24,195,129,153,153,219,0,255,231,0,231,0,231,0; rest .byte 0,0,0,0,26,2,2,0,0,0,24,24,0,32,32,60,0,0,255,0,221,129,1,238,0; frame 1, right .byte 0,0,0,0,0,26,2,2,0,0,0,24,0,32,64,120,0,0,255,0,238,1,129,221,0 ;frame 2, right .byte 0,0,0,0,0,0,26,2,2,0,0,0,0,32,64,224,0,0,255,0,119,128,129,187,0; frame 1, right .byte 0,0,0,0,88,64,64,0,0,0,24,24,0,4,4,60,0,0,255,0,187,129,128,119,0; frame 1; left .byte 0,0,0,0,0,88,64,64,0,0,0,24,0,4,2,30,0,0,255,0,119,128,129,187,0; <- you lost 1 byte here (first zero) frame 2; left .byte 0,0,0,0,0,0,88,64,64,0,0,0,0,4,2,7,0,0,255,0,238,1,129,221,0; frame 3; left -
Converting Player position to an antic 4 screen
Eagle replied to Avram's topic in Atari 5200 / 8-bit Programming
Your stick procedure was correct. But too long. I just try show you different point of view. With this stick procedure you will have some problems. Not because of your programming skills. Simply, it is different than others. The procedure for jump, can cause you some problems. But I think you can handle this. * = $4000 p1 = $d0 p2 = $d2 xpos = 1536 ypos = 1537 joystick = 1538 p0hpos = 1539 p0vpos = 1540 smlframe = 1541 frame = 1542 playcount = 1543 xpm2scn = 1544 ypm2scn = 1545 xpm = 1546 ypm = 1547 begin lda #<scr ; start by calculating look-up tables sta p1 ; at the same time, we will clear the lda #>scr ; screen sta p1+1 ldx #0 c0 lda #0 ; draw a character ldy #39 ; clear a single line c1 ;sta (p1),y ; WRITES OVER SCREEN dey bpl c1 lda p1+1 ; store address into look-up table sta schi,x lda p1 sta sclo,x clc ; update zero page to next line adc #40 ; 40 bytes per line sta p1 bcc c2 inc p1+1 c2 inx ; for all 24 lines... cpx #24 bne c0 lda #4 ; set some colors sta 708 ; make ANTIC4 slightly more readable lda #6 sta 709 lda #8 sta 710 lda #<DLIST ; finally, point ANTIC to new display sta 560 lda #>DLIST sta 561 ; Main loop pmmover lda #$80 ; reserve 8 pages sta 54279 ; ... and in PMBASE lda #32 ; sta 623 lda #62 ; turn on DMACTL. 46 is single-resolution sta 559 lda #3 ; turn on GRACTL sta 53277 lda #16 ; single resolution players sta 54272 lda #104 ; sta 704 ; color players lda #28 sta 705 lda #0 sta 710 ; set up pm-to-screen lda #0 sta smlframe lda #48+8 ; starting position of pm. +4 is one character width sta p0hpos lda #32+8 ; adding one char? sta p0vpos routine lda $14 ; slow things down delay cmp $14 ; " beq delay ; " lda p0hpos ; store horizontal pos sta 53248 sta 53249 lda #18 ;size of player sta playcount ldx frame ; begin height count ldy p0vpos drawloop lda shape,x ; read shape data sta $8400,y ; draw player lda shape2,x ; read shape data sta $8500,y ; draw player inx iny dec playcount lda playcount bne drawloop ; ...and repeat sty xpos stx ypos ; lda 644 ;trigger (0) pressed? ; cmp #0 ; bne stickread jsr set_adress jsr check_walls stickread ldx 632 lda xstick,x clc adc p0hpos sta p0hpos lda ystick,x clc adc p0vpos sta p0vpos lda tabside,x bne nochange ;frame rest = 0 sta frame jmp routine nochange bpl rightmove ;leftmove lda p0hpos lsr a lsr a and #$03 tax lda tabframeright,x sta frame jmp routine rightmove lda p0hpos lsr a lsr a and #$03 tax lda tabframeleft,x sta frame jmp routine xstick .byte 0,0,0,0,0,1,1,1,0,$FF,$FF,$FF,0,0,0,0 ystick .byte 0,0,0,0,0,1,$FF,0,0,1,$FF,0,0,1,$FF,0 tabside .byte 0,0,0,0,0,1,1,1,0,$FF,$FF,$FF,0,0,0,0 tabframeright .byte 18,36,54,36 ;frames for move right tabframeleft .byte 18,36,54,36 ;frames for move left - no frames yet temp .byte 0 check_walls ;p1=robot -lefthigh corner ldy #$01 lda (p1),y beq checkleft lda 632 ora #$01 sta 632 checkleft ldy #40 lda (p1),y beq checkright lda 632 ora #$04 sta 632 checkright iny iny lda (p1),y beq checkfeet lda 632 ora #$08 sta 632 checkfeet ldy #81 lda (p1),y beq fall_down lda 632 ora #$02 sta 632 rts fall_down lda 632 ;set stick down and #$0d ;%1101 ora #$01 ;clear stick up - robot fall down sta 632 rts set_adress lda p0hpos sec sbc #48 lsr a lsr a sta temp lda p0vpos sec sbc #32 lsr a lsr a lsr a tax lda sclo,x sta p1 lda schi,x sta p1+1 lda p1 clc adc temp sta p1 bcc skip inc p1+1 skip rts *=$8000 shape .byte 0,102,0,126,126,102,0,0,0,255,255,219,255,60,255,24,231,0; rest .byte 0,126,120,126,126,126,0,0,0,255,255,251,255,60,109,255,182,0; frame 1, right .byte 0,0,126,120,126,126,126,0,0,255,255,251,255,60,182,255,109,0; frame 2, right .byte 0,0,0,126,120,126,126,126,0,255,255,253,255,60,219,126,219,0; frame 3, right *=$8100 shape2 .byte 0,0,90,126,0,0,24,24,24,129,129,231,0,0,231,231,231,0; rest .byte 0,0,6,6,0,0,24,24,24,48,96,24,0,0,255,129,255,0; frame 1, right .byte 0,0,0,6,6,0,0,24,24,48,48,60,0,0,255,129,255,0 ;frame 2, right .byte 0,0,0,0,6,6,0,0,24,48,24,14,0,0,255,129,255,0; frame 1, right DLIST .byte 112,112,112 ; blank lines .byte 68,<scr,>scr ; 24 lines of ANTIC 4 .byte 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4 .byte 4,4,4,4,4,4,4 .byte 65,<DLIST,>DLIST ; Jump to top *=$5000 ;scr .ds 40*24 ; 960 bytes for screen scr .sbyte "****************************************" .sbyte "* *" .sbyte "* *" .sbyte "* *" .sbyte "* ===============*" .sbyte "* ===============*" .sbyte "* *" .sbyte "* *" .sbyte "* *" .sbyte "* *" .sbyte "* ================ *" .sbyte "* ================ *" .sbyte "* *" .sbyte "* *" .sbyte "* *" .sbyte "* ========== *" .sbyte "* ========== *" .sbyte "* *" .sbyte "* *" .sbyte "* ========== *" .sbyte "* ========== *" .sbyte "* *" .sbyte "****************************************" sclo .ds 24 schi .ds 24 -
Converting Player position to an antic 4 screen
Eagle replied to Avram's topic in Atari 5200 / 8-bit Programming
;Tabstick - what you read from 632 ; 0000 ;-- ; 0001 ;-- ; 0010 ;-- ; 0011 ;-- ; 0100 ;-- ; 0101 ;right down ; 0110 ;right up ; 0111 ;right ; 1000 ;---- ; 1001 ;left down ; 1010 ;left up ; 1011 ;left ; 1100 ;--- ; 1101 ;down ; 1110 ;up ; 1111 ;no move ; simply - bit 0 = 0 - up ; bit 1 = 0 - down ; bit 2 = 0 - left ; bit 3 = 0 - right example: I checked head - if char is there then i do ora #%0001 (ora #$01) from table ; 1110 ;up - ora #%0001 = 1111 <- that means stick no move -
Converting Player position to an antic 4 screen
Eagle replied to Avram's topic in Atari 5200 / 8-bit Programming
>can not see a faster method for calculating out of player positions There are many. It depends on how quickly you need and how much memory you have. example for every line starts on page ldx player_xpos lda tabx,x sta $B0 ldx player_ypos lda taby,x sta $B1 ldy #$00 lda ($b0),y .... .... -
Converting Player position to an antic 4 screen
Eagle replied to Avram's topic in Atari 5200 / 8-bit Programming
Ok extra idea about collision * = $4000 p1 = $d0 p2 = $d2 xpos = 1536 ypos = 1537 joystick = 1538 p0hpos = 1539 p0vpos = 1540 smlframe = 1541 frame = 1542 playcount = 1543 xpm2scn = 1544 ypm2scn = 1545 xpm = 1546 ypm = 1547 begin lda #<scr ; start by calculating look-up tables sta p1 ; at the same time, we will clear the lda #>scr ; screen sta p1+1 ldx #0 c0 lda #0 ; draw a character ldy #39 ; clear a single line c1 ;sta (p1),y ; WRITES OVER SCREEN dey bpl c1 lda p1+1 ; store address into look-up table sta schi,x lda p1 sta sclo,x clc ; update zero page to next line adc #40 ; 40 bytes per line sta p1 bcc c2 inc p1+1 c2 inx ; for all 24 lines... cpx #24 bne c0 lda #4 ; set some colors sta 708 ; make ANTIC4 slightly more readable lda #6 sta 709 lda #8 sta 710 lda #<DLIST ; finally, point ANTIC to new display sta 560 lda #>DLIST sta 561 ; Main loop pmmover lda #$80 ; reserve 8 pages sta 54279 ; ... and in PMBASE lda #32 ; sta 623 lda #62 ; turn on DMACTL. 46 is single-resolution sta 559 lda #3 ; turn on GRACTL sta 53277 lda #16 ; single resolution players sta 54272 lda #104 ; sta 704 ; color players lda #28 sta 705 lda #0 sta 710 ; set up pm-to-screen lda #0 sta smlframe lda #48+8 ; starting position of pm. +4 is one character width sta p0hpos lda #32+8 ; adding one char? sta p0vpos routine lda $14 ; slow things down delay cmp $14 ; " beq delay ; " lda p0hpos ; store horizontal pos sta 53248 sta 53249 lda #18 ;size of player sta playcount ldx frame ; begin height count ldy p0vpos drawloop lda shape,x ; read shape data sta $8400,y ; draw player lda shape2,x ; read shape data sta $8500,y ; draw player inx iny dec playcount lda playcount bne drawloop ; ...and repeat sty xpos stx ypos ; lda 644 ;trigger (0) pressed? ; cmp #0 ; bne stickread jsr set_adress jsr check_walls stickread ldx 632 lda xstick,x clc adc p0hpos sta p0hpos lda ystick,x clc adc p0vpos sta p0vpos lda tabside,x bne nochange ;frame rest = 0 sta frame jmp routine nochange bpl rightmove ;leftmove lda p0hpos lsr a lsr a and #$03 tax lda tabframeright,x sta frame jmp routine rightmove lda p0hpos lsr a lsr a and #$03 tax lda tabframeleft,x sta frame jmp routine xstick .byte 0,0,0,0,0,1,1,1,0,$FF,$FF,$FF,0,0,0,0 ystick .byte 0,0,0,0,0,1,$FF,0,0,1,$FF,0,0,1,$FF,0 tabside .byte 0,0,0,0,0,1,1,1,0,$FF,$FF,$FF,0,0,0,0 tabframeright .byte 18,18,36,54 ;frames for move right tabframeleft .byte 18,18,36,54 ;frames for move left - no frames yet temp .byte 0 check_walls ;p1=robot -lefthigh corner ldy #$00 lda (p1),y beq checkhead2 lda 632 ora #$01 sta 632 jmp checkleft checkhead2 iny lda (p1),y beq checkleft lda 632 ora #$01 sta 632 checkleft ldy #40 lda (p1),y beq checkright lda 632 ora #$04 sta 632 checkright iny iny lda (p1),y beq checkfeet lda 632 ora #$08 sta 632 checkfeet ldy #80 lda (p1),y beq checkfeet2 lda 632 ora #$02 sta 632 checkfeet2 iny lda (p1),y beq checkend lda 632 ora #$02 sta 632 checkend rts rts set_adress lda p0hpos sec sbc #48 lsr a lsr a sta temp lda p0vpos sec sbc #32 lsr a lsr a lsr a tax lda sclo,x sta p1 lda schi,x sta p1+1 lda p1 clc adc temp sta p1 bcc skip inc p1+1 skip rts *=$8000 shape .byte 0,102,0,126,126,102,0,0,0,255,255,219,255,60,255,24,231,0; rest .byte 0,126,120,126,126,126,0,0,0,255,255,251,255,60,109,255,182,0; frame 1, right .byte 0,0,126,120,126,126,126,0,0,255,255,251,255,60,182,255,109,0; frame 2, right .byte 0,0,0,126,120,126,126,126,0,255,255,253,255,60,219,126,219,0; frame 3, right *=$8100 shape2 .byte 0,0,90,126,0,0,24,24,24,129,129,231,0,0,231,231,231,0; rest .byte 0,0,6,6,0,0,24,24,24,48,96,24,0,0,255,129,255,0; frame 1, right .byte 0,0,0,6,6,0,0,24,24,48,48,60,0,0,255,129,255,0 ;frame 2, right .byte 0,0,0,0,6,6,0,0,24,48,24,14,0,0,255,129,255,0; frame 1, right DLIST .byte 112,112,112 ; blank lines .byte 68,<scr,>scr ; 24 lines of ANTIC 4 .byte 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4 .byte 4,4,4,4,4,4,4 .byte 65,<DLIST,>DLIST ; Jump to top *=$5000 ;scr .ds 40*24 ; 960 bytes for screen scr .sbyte "****************************************" .sbyte "* *" .sbyte "* *" .sbyte "* *" .sbyte "* ===============*" .sbyte "* ===============*" .sbyte "* *" .sbyte "* *" .sbyte "* *" .sbyte "* *" .sbyte "* ================ *" .sbyte "* ================ *" .sbyte "* *" .sbyte "* *" .sbyte "* *" .sbyte "* ========== *" .sbyte "* ========== *" .sbyte "* *" .sbyte "* *" .sbyte "* ========== *" .sbyte "* ========== *" .sbyte "* *" .sbyte "****************************************" sclo .ds 24 schi .ds 24
