Jump to content

fedepede04

Members
  • Content Count

    169
  • Joined

  • Last visited

Community Reputation

38 Excellent

About fedepede04

  • Rank
    Chopper Commander
  • Birthday 08/04/1968

Contact / Social Media

Profile Information

  • Gender
    Male
  • Interests
    Old Computer, old tv games and old Tech/ Keyboards (casio-Yamaha)

Recent Profile Visitors

5,777 profile views
  1. this one maybe 😂 btw video is from Steve's(Atari Crypt) YT channel
  2. when you should try the new version https://www.dropbox.com/s/zsodbzwgbmkhzm9/Outrun.zip?dl=0 https://www.youtube.com/watch?v=-ytIq6FCJrs
  3. i agree with you here, love the sound of the Pokey, but i also love the YM, problem was to few voices, for me a dual YM would have been a great options
  4. It the same with the original ST farrari. The new one is about the same width as the old one, but it's a little higher. The problem is that all the objects are missing the full size sprite, so when you are closest to an object, it's only around 66% of the sprite original size. I don't know if they did this for saving spaces of power, maybe both.
  5. fast update text copy from Atari-Forum Been working on the object code the last couple of days, to make it ready for the arcade car. not finish yet, but there have been some good progress (not all car sprite have been change yet). so i thought that i would share with you guys
  6. problem was there was not many of shelf sound chip at that time, many of the sound chip mentions here first came later. so personally i don't think there was anything wrong with the Ym2149 the Atari ST just had to few. Gyruss (arcade game) had 5 ay-3-8910 so if the ST just have had 2 YM2149 when you could have had 4 channel for music and 2 for sound FX.
  7. I know this is an old topic, but the YM2149 was build on license from General Instrument, so the Ym2149 was a copy of the AY-3-8910 the chip used in the Spectrum/Amstrad and also in a lot of arcade machines.
  8. Thanks Peter that makes good sense, but i had still hope it would help more on the average FPS...
  9. Many thanks. funny if you set STeem to 16mhz it go up to over 30 fps, but here there are no different. do you know if STeem also speed up the blitter? but i definitely thought it would give a couple of fps more special in the beginning
  10. like CD-i said there are no native midi music in the game. but i do have all the music as SMF midi files, so i don't think is impossible to add the score, maybe one have to convert them to some native format.that is more simple and light then SMF format. btw Peter did you had the chance to test it on you mega STE?
  11. many thx, ill probably stop working on this project soon, the road routine its simply to bad coded, i have analyzed how the road is made and printed, but i can't see how i can replaced with a more optimal one. i will soon release my optimized code, so other can take over. but i do think the midi music part is a cool idea, so hope full other can add this. / Peter
×
×
  • Create New...