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About Seedy1812

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  1. That is correct , both address1 and 2 will point to the same entry / memory location uint16 array[256]; uint16 *address1 = &array[index]; uint16 *first = &array[0]; uint16 *address2 = first + index;
  2. Not quite right - I was was put on Dinodudes Falcon to start with . I had done some Atari St demos ( never released ) whilst at University so me doing Falcon stuff was a natural progression. I had done most of the Falcon version before I started on the Jaguar. It was "finished" by another programmer whose name I forget. I don't think it got released as a full price game but a year or so later I was asked to remove the manual password protection from the game.
  3. DDI ? not sure which company you mean . DotC was Cinemeware , they wrote the PS2 version and APE ( Atomic Planet Entertainment ) were employed to do the conversions on Xbox and PC. Jaguar Zool 2 ( converted by Trevor) was written in the same room as DinoDudes and Raiden. At the start Trev did the Falcon (and later the Jaguar ) Mod player whilst Freddy ( Raiden) and myself completed the work on Space Junk demo for the Falcon. We got the Jag devkits and assigned our own games. Trev got the amiga code graphics etc from Gremlin Interactive. I got the Humans code and graphics for the Amiga and accesc to the map editor and image tools which Imagitec had created. Freddy had the hardest task - maps and graphics had to be captured from the Arcade machine and no source code to the game. He had to create it all himself. We all focused on doing our own games so we never go got to play each others and the last couple of months I was working at Atari HQ in Sunnyvale so we could split the time their QA time on the games.
  4. I wasn't involved with the demo ( I was working of Robin Hood : Defender of the Crown or Gametrak : DarkWind ). I don't think it was using the toon renderer but the team had a history of creating 3d platform games ( most came from Acclaim Teesside which had created ShadowMan and ShadowMan2 ) . Over the past 20 years i have lost quite a few brain cells so my recollection is a bit fuzzy
  5. One company I worked for ( Atomic Planet Entertainment ) did a prototype for a 3d Zool on the PS2 generation of machines . It used an engine which we used for Jackie Chan Adventures https://youtu.be/sb8RD22h2Bg?t=1685 . Unfortunately nothing came from the demo.
  6. Jon also found a lock up just before tapes were mastered for the speccy. Apparently he had a friend around and got him to play it while he went to the shops. On returning his mate had found the problem and could reproduce it for Jon.
  7. Most objects can follow one another eg BITMAP Object then another BITMAP Object as they can be aligned to 16 bytes but you can get a BITMAP Object followed by a Scaled Bitmap Object - which needs to be aligned to 32 bytes. So you can get a gap between them. 0 ->15 Bitmap Object 15->31 Empty Space 32->47 Scaled Bitmap Object 48->63 Empty Space 64->79 Scaled Bitmap Object
  8. They did another isometric game later on the GBA https://en.wikipedia.org/wiki/Monster_Max Does Piko still own the right to Head over Heels ? https://www.kickstarter.com/projects/spectrumnext/zx-spectrum-next-issue-2 In an update https://www.kickstarter.com/projects/spectrumnext/zx-spectrum-next-issue-2/posts/2943496 After much negotiation we secured the rights to the classic game Head Over Heels to fill that missing 1.5M stretch goal. Even better is that the original programmer Jon Ritman has agreed to lend his time to help get it made. Thanks Jon! A brand new challenge, with new levels and graphics befitting the Next generation of Sinclair Spectrum computers.
  9. For Bubsy to save cart space all the files were packed - even the game itself. The rom had a bit of boot code which unpacked game.txt followed by game.dta and then just ran game.txt in ram. The sprite files ( badly renamed bubsy_g.pp bubsy_g.spr ) have a headers at the start which is the Object list definition for a sprite so i can just update the position ( and y clipping ). Some objects are drawn with multiple sprites ( eg the cactus depending on the frame it could be 1 ,2 or 3 sprites ) and so calls DRAW_COMPLEX_SPRITE which call print_a_sprite_normal and the decide if its flipped , on screen x , on screen y ( might need y clipping ) or just plain displayed. print_a_sprite_normal_no_clip: lsl.w #5,d4 ;index into table entry movem.l 0(a0,d4.w),d4-d7 lsl.l #8,d4 add.w d1,d5 ;and the y position or.w d0,d7 jsr ADD_OL ;a0 returns with address to make an object at movem.l d4/d5/d6/d7,(a0) move.b #Q_BMO,O_TYPE(a0) ;indicate type of object rts
  10. Karl West who wrote I-War was the programmer on Team Suzuki
  11. The E carts would have been a different production run so who knows. It could be the supplier using a different plastic or even a different supplier.
  12. Raiden and Dinodudes were being finished as the Jag was released to the public. As the Jag was initially released in the States it was more important to get the NTSC version in production and the when the PAL code was completed the roms were dual NTSC/PAL.
  13. LinkoVitch, on 08 Feb 2019 - 12:29 PM, said: if end is the first free byte then you could use move.l #end,d0 addq.l #7,d0 and.b #$f8,d0 if end happens to be on a 8 byte boundary then you would incur an 8 byte gap
  14. I think you need to set 47 TRANS Flag to make logical colour zero and reserved physical colours transparent.
  15. The OP itself updates the memory in the list. As it builds the display a scanline at a time it does some logic on members . Now this is vague memories from years ago , but a normal sprite will have a start Y and an end Y and a data pointer for the current Y. The OP will ignore it until the Y matches . I then think as long as its not the end Y the start Y gets updated and the data pointer will be updated to the next line down.
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