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fedepede04

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Posts posted by fedepede04

  1.  

    As a fan of Pokey's square sound I would not agree with this.

    In opposite to YM It wasn't projected as soundchip, it sounds more metalic, has less bass, and due to low-resolution is out-of-tune in some octaves.

    YM has two 8bit I/O ports: A - used for bi-diretional centroincs and B - something like PortB from XL.

     

     

    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

    • Like 1
  2. 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.

    • Like 1
  3. 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 :-D

     

    • Like 2
  4. Yet the spectrum didn't use that soundchip till about 3 years later. That's another thing people keep repeating. The ST didn't have a spectrum soundchip. It was the other way around.

    Technically they're not the same sound chip either. The Spectrum used the AY variant. The off the shelf nonsense Amiga owners keep saying is getting tiresome too.

     

    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.

     

     

  5. Everything goes 2x faster when Steem is set to 16 MHz - RAM, blitter. In Mega STE RAM speed remains same, CPU works faster mostly because cache, and RAM intensive operations are not much faster. Blitter works very tight with RAM, and to make it faster should use faster RAM too.

    Thanks Peter that makes good sense, but i had still hope it would help more on the average FPS...

  6. did you guys know

    that with the PC game 'Quake'

    if you push the " ~ " (tilde i believe it's called)

    and type 'TIMEREFRESH"

     

    the 'puter will give you the FPS (frames per second)

    of your system?

     

    i have about 2000 laptops and i do this all the time

    :D

     

    i use to loved the PC, when it was using DOS, it was a great time, nearly as great as the Atari :D

    i would not know about the "~" i have not played a old PC game for ages, last i think i played was Master of the Orion.

     

     

  7. 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 :D

  8. 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?

  9. Love the video with the midi music. Any chance to get these in the game using a Roland mt32?

     

    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

  10. Tested little with Steem Debugger. At 60 Hz . Great improvement. Framerate is about 12-15 fps, vs. some 6-8 with original code.

    Will test later on Mega STE - at 50 and 60 Hz, and at 16 MHz CPU too, although that should not boost much, since blitter runs not faster then.

     

    Permission to add this in HAGA hard disk adaptations ?

     

    Thanks :)

    if i set steem to 16mhz.it do a lot.

    i don't think the blitter is the major factor here, the game engine is very bad made, it use a tons of mulu,muls, divu, divs, lsr8,lsl8 so its not optimized for game.

    i have manage to reduce some of them, but the code still have a lot to slow it down, but i think it need to have some of the code replace with new routine to make it rune even faster :D

    you have my full Permission to share it :D

     

    and also a big thanks to you, i have replaces the random routines in the game with the one you posted here at Atariage :D

  11. here is a video that showing the modded version in action, its a little older version, that last version is about one frame faster in the beginning.

     

    https://www.youtube.com/watch?v=4L3RPJu_vug

     

    here is a video that show the original version against the modded version, in this version the modded version is even older.

     

    https://www.youtube.com/watch?v=IL6CVxdZPN8

    • Like 1
  12. Hi

    i have been / being playing around with Outrun, trying to optimizing the game, i have been posting about it on AF and on Facebook.

    forgot to post it here so i better have to do it if some of you don't use AF or Facebook :D

     

    the idea behind it. was/is to see how the US gold version of outrun could have run on the ST, if it had got some more love.

    but in the middle of the process i started using the Blitter, so now plane ST i out of the pictures :D

     

     

    original version with a frame counter

    post-34034-0-63733500-1558985266.png

     

    here is a picture of the modded version.

    post-34034-0-96597800-1558985327_thumb.png

     

    right now you would need a ST running about 15 mhz to run about the same as the optimized version, but there should probably still be some more speed gain in it.

     

     

    download link for the modded version

    https://www.dropbox.com/s/zsodbzwgbmkhzm9/Outrun.zip?dl=0

     

    here is a link to the original version / and source code, i have add a frame counter to it :D

    https://www.dropbox.com/s/4dkyffceuckuhvy/FrameST.zip?dl=0

    • Like 2
  13. Hi Wally just PM you

    send you some source code

    hope you can use the

     

    you own source code is merge with my startup file. call Hebrew...

    you can escape the program pressing esc

    you probably need to re index the code so it look good on the ST, i use a modern text program on my pc :)

    i have tried to re label all the labels to try to give them the most logic sense.

    all there are in these code can help you long down the road, if you understand them and what they do, so if you have any doubt or questions just ask :)

  14. in Seka you can't terminate a program like you do with other software.

    it how you normal terminate a program

     
                      CLR.W     -(A7)  ;PTERM0
                      TRAP      #1
                      Rts 
    

    But in Seka you have to rem these two lines, and only to let them be compiled them the last time (Or when the program is finish for release),

     

                      
    ;                  CLR.W     -(A7) ;PTERM0
    ;                  TRAP      #1
                      Rts
    

    now you should be able to run and exit a program in seka with out it exiting to TOS.

     

    but give me an idea what you goal would be with this program, so i know what i should make?

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