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Asmusr

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Posts posted by Asmusr


  1. Sorry, I got thread confused. Of course it's machine code, no offense intended.

    Only slightly offended, more shocked :-)

     

    8 Sprites may not be so bad with some clever planning. Does your code run free or is it paused by the VDP cycle ? If so remove your trigger and let it run wild. Maybe it will suprise you how fast it is occuring, maybe not. At any rate it looks really nice and thanks for taking the time to do this. I hope you take this to completion.

     

    It's waiting for vsync. It doesn't make much difference if I remove the wait loop - at least not in Classic99 - which is why I think there's not much time left. I also tried using the debugger to check it, but the results were confusing.

     

    I think the solution is only to scroll every second frame but to scroll 2 or 4 pixels at a time to obtain the higher speeds. The video is only 15 FPS so it would still look better than that. This would require some modifications to the way my algorithm updates the double buffers, so I haven't tried it yet.

     

    Regarding the sprites I could use the first 8 for the ship, shadow, bullet and 5 enemies. The remaining sprites could be used to add more colors if an F18A or an emulator is detected (is it possible to detected an emulator?).


  2. The file runs perfect on a real console and the code converts to a little over 16K of memory image. Only problem I see is that it is not a complete game ;-).....

     

    I assume this is compiled BASIC ? If so I am doubly impressed.

     

    It's 100% assembly language. I can't imagine how this would be possible compiled basic!

     

    I'm thinking about turning it into a game, of course, but there are some problems: 1. Apparently you can only rely on 8 sprites working in this mode because of a weird bug, but I could choose to ignore that. 2. I think a have almost run out of clock cycles. To make this a game I would probably have to limit the scrolling to every second frame, but that might not be so bad. 3. Time... I have 3 small children.

     

    How do you keep the stars fixed in their position??

    I use the undocumented backdrop plane :-) No really, I just add them to the name table after scrolling if the positions are unoccupied. A simple trick with a nice result.


  3. I have improved my scrolling algorithm, and it's now flawless on real TI-99/4A. Could someone let me know how it looks on a 9918A, please?

     

    http://www.youtube.com/watch?v=0_Dtz2F5cIk

     

    Don't look at the jerky video, try it on hardware or at least in Classic99!

     

    I have attached a zip file with a disk image (use Editor/Assembler option 3 to run DSK1.SCO) and the source code (assemble with WinAsm99).

     

    When running the demo, use the joystick to control the ship. Note that the map wraps around after a while.

     

    I'm working on some (quite lengthy) notes that I can post if you're interested in how the algorithm works.

    Spacescrl.zip

    • Like 5

  4. New version 1.7 with the following changes:

    • Undo/Redo functions for character editor
    • Foreground color pixels are shown with a white border in bitmap color mode
    • Added Save Map Project as... function (actually renamed old Save function to Save As and added new Save function)
    • Moved clone tool to map editor tool bar (where it really belongs)
    • When using the clone tool, multiple clones can be made by holding down shift or ctrl
    • Bitmap colors included in Binary Data export
    • Tool for analyzing character transitions (for use with smooth scrolling)

    Enjoy!

    magellan-1.7.zip

    • Like 2

  5. I'm currently working on the source code to add some functionality that I need for my scrolling project.

     

    Anyone willing to add a "undo" functionality to Magellan?

    I would like to do it if I have the time - I keep messing up my characters and have to redraw them. But it's a relatively big task (have tried it before). I would also like to make a better copy/paste function and a normal Save function (the current Save function is really Save As).

     

    My question is only how to handle the Colors from the bitmap mode?

    I use always the binary export but here we have only the 32b color export.

     

    I have only added the bitmap colors to the assembler data export, but I think I could easily add it to the Binary Data as well. I wasn't sure if anyone were using this function.


  6. Yep, I did about a hundred very small demos. Used to check with MESS, Classic99 and Win994a. At some point I discovered that a good chunk of them didn’t work with Classic99, I wanted to locate and fix the problem, but never got around to it. So they didn’t reappear. I did plan to maybe throw some of them together, expand or explore, or even make playable demos/games, and probably with topic threads here on AtariAge. Right now I just picked out some of them and apparently they all work fine with current version of Classic99. Good TI demos ? Music players by Tursi, H.E.R.O. by rocky007 and Time Pilot by retroclouds.

     

    Thanks for the demos, there are some real gems among them, and Tursi's mod player is *awesome*. I never thought you could produce music of this quality on the TI. Just a shame that version 2.05 of the mod2psg2 tracker was never released.

    • Like 1

  7. Horizontally, yes, but you would not be able to scroll the colors smoothly so different colors would have to be one character apart. Diagonal would be difficult, I think you would run out of characters.

     

    I'm working on another version of the scroller using four buffers that doesn't have any flickering problems. I will post the source code when it's working.


  8. I'm looking for demos written in assembler with graphics and/or sound that push the TI to its limits. There must be tons of examples from the last 30 years, but it's a big job to browse through the whtech.com archive. Is there a collection of demos somewhere that I'm not aware of, or can anyone point me to some remarkable examples? Thanks.


  9. It sounds pretty cool, but I'm not sure I understand how you are thinking about putting all the pieces together. It sounds like you are talking about having multiple video subsystems?

     

    Well, it's probably just a crazy idea, but I would like to program demos or games that use the F18A features, but the lack of emulator support means you have to do this on the TI console, which I just don't have the patience for. It's also frustrating when graphics that look great in an emulator flickers when you test it on real hardware because the video signal timing is not accurately emulated.

     

    So my idea was to build a modern development platform using a real F18A with the rest of the TI emulated. An RPi seems to be suitable for this kind of project because it's easy to connect stuff to, and I happened to buy one already for no other reason than I like the idea behind it.

     

    There would be two video outputs - one from the TI emulation/F18A and one from the RPi. I would also want to use the RPi as programming environment but that depends on the availability of a TMS9900 assembler for Linux (?). Anyway, it would be much faster to transfer files from a PC to an RPi than to a real TI (takes me a few minutes each time using CFHDX). I would expect that the programming in MESS to replace the TMS9918 emulation with a hardware interface to be relatively easy, but I may be wrong.

     

    The thing I don't have any clue about is what it would take to connect the F18A to the Raspberry Pi GPIO. There seems to be enough pins (17) but I'm not sure if you could connect it directly or you would need something in between, and perhaps a voltage regulator? I would probably blow up both boards within 5 mins...

     

    So why don't I just make demos for RPi instead of for the TI? Well, it's too powerful for me :-), I like having to squeeze the hardware to its limits to obtain the desired results. For me the TI-99/F18A combination gives me just about the right set of possibilities.


  10. Bah. Grr. Blah. Hmph. I have too many opinions on this top, I should just stay out of it...

     

    I would appreciate your opinion about whether my hybrid computer idea could be possible:

     

    I'm thinking about building a hydrid TI-99 with CPU emulation and hardware graphics card using a Raspberry Pi, an Adafruit Prototyping Pi Plate Kit <http://adafruit.com/products/801>, a F18A video board and a modified version of MESS that replaces the 9918A emulation with something that can talk to the F18A. I have no idea if this would be possible - just came up with the idea today - but I think it would be fun to do and a great platform for experimenting with the new F18A features. Any thoughts?

     

    Thanks, Rasmus


  11. I'm thinking about building a hydrid TI-99 with CPU emulation and hardware graphics card using a Raspberry Pi, an Adafruit Prototyping Pi Plate Kit <http://adafruit.com/products/801>, a F18A video board and a modified version of MESS that replaces the 9918A emulation with something that can talk to the F18A. I have no idea if this would be possible - just came up with the idea today - but I think it would be fun to do and a great platform for experimenting with the new F18A features. Any thoughts?


  12. Yes the jar file is the Java program. On my system you just have to double-click it. I have compiled it using Java 6, but it runs fine under Java 7, which is the current version. You don't need the JDK - just the JRE.


  13. I'm also having problems with the first volume being wiped out from time to time. My card is a 256MB Sandisk Ultra II. After reformatting volume 1 a few times I just stopped using this volume. I also purchased a 2GB Sandisk Ultra (not Ultra II) card, but I stopped using it after a few times because multiple volumes were corrupted (and in reality I only need a few volumes).

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