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Posts posted by Schmutzpuppe
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@schmutz
very nice! how long did it take to "repaint" the whole stuff???
A loooong time, about 10 hours or so....
As I said I just played around when I begun.
I had to figure out what I can do to get a good result.
I didn't repaint a whole pixel (except PM definition).
Playerdefinition/playerposition/playersize/playercolorcolor and prio settings is all that I have done (beside some changing of the playfieldcolor).
@schmutzcan you post the exe here? so i can have a look into the code just to get a feeling of it how your kernel stuff looks like...
Sure, you can find the file here: http://www.atari8bit.de/druid.com
You will see code like this:
[...]
lda #$36
sta HPOSM1
sta $d40a
lda #$34
sta HPOSM1
sta $d40a
lda #$35
sta HPOSM1
sta $d40a
lda #$01
sta SIZEP3
lda #$53
sta HPOSP3
sta $d40a
sta $d40a
sta $d40a
lda #$38
sta HPOSP1
lda #$58
sta HPOSP3
sta $d40a
lda #$58
sta HPOSP3
lda #$00
sta SIZEP3
sta $d40a
sta $d40a
lda #$39
sta HPOSP1
sta $d40a
lda #$39
sta HPOSP1
[...]
As you can see, nothing "magic"
ps. are you abbuc member?Yep, abbuc member (again) since about two moths (I refind my Atari love )
Bye
Matthias
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Ok, I know, far away from perfect but let me know what you think about the picture.
Woah, much nice...! =-)
Now, planning a puzzle game using a similar picture around the play area... any chance? =-)
Puzzle game should be possible but forget about action games
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Ah -- that's good to see, I guess the bodrers are kinda inevitable
What tool did ja use to re-color, or didja code it in basic or the like??
sTeVE
No tool, all handmade, as I said: lda, sta, lda, sta, lda....... very annoying...
Matthias
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Thanks guys.
it could be better but this lda/sta hell killed me...
Very nice -- that's coolWould any moving or repositioning of elements help with colorizing -- given the whole composition is designed around the C64's color attributes??
sTeVE
The picture is based on ekays dataset (font from his slideshow) and this based on the Atari hacker intro which based on the c64 picture (I guess).
I only used the c64 picture as "color template" to give me an idea how it could look like.
Moving elements could help; a total redesign with the a8 limitation/advantages in mind would surly give a better result.
I "cheated" a bit because I cut the borders; this was because black wasn't chosen as border color in the font.
It looks a little bit "ugly" with different boder color, you could avoid this when making a redesign (or you just can use wide playfield ).
This is the picture with borders:
Matthias
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Looks like the discussion is going the right way now
Back to MCS, I played around a bit with the Druid picture and think there is a big potential especially when using DLI.
On the other hand it’s very time intensive to get the best out of it.
If I have enough time I will continue working on it and show you the result.
Have you used the resources from the Slideshow disk? Maybe it would be helpfull.
yep
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Ok, I know, far away from perfect but let me know what you think about the picture.
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Looks like the discussion is going the right way now
Back to MCS, I played around a bit with the Druid picture and think there is a big potential especially when using DLI.
On the other hand it’s very time intensive to get the best out of it.
If I have enough time I will continue working on it and show you the result.
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Sometimes I've had to move the VBLANK stuff to the end of the playfield (many lines before VBLANK) with a DLI to get more off-screen time.
-Bry
Clever, maybe this hint could be useful for future projects
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That was quick, thanks
Playfieldcolor is differend every game btw.
Ahh. That explains it. So what was the scroll problem?
The hole game logic runs during vertical sync, guess on NTSC wasn't enough time to draw the hole playfield in the blank.
I just put the playfield code at the beginning of the VBI and speed up the code a bit.
I'll add a run address and post the new version.
Thanks a lot.
No problem! It's nice for a 1K prog.
-Bry
thanks
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That was quick, thanks
Playfieldcolor is differend every game btw.
I'll add a run address and post the new version.
Thanks a lot.
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Ups, didn't read the new posts, right, I didn’t use a run or an init address.
You can boot the ATR direct; the disk contains a "minidos".
The game is now short enough so that I can add a run address (don’t want to go over 1024byte).
But more important is that the game itself works on ntsc (beside the init/run problem).
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Thanks bryede.
I did some modifications, scrolling looks good now (on emu) but maybe resolution is to high.
Could you try again with the new file?
You can find it here:
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hm, link work for me!?
Try to go to this page: http://www.ffd2.com/minigame/
There you can find Superfly (the only ATARI game at this side )
thanks for trying
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Hi folks,
I wrote a little game that runs smooth on pal but doesn't look that good when using emulator in NTSC mode.
Could someone check if the scrolling mess up on original Atari NTSC hardware?
I only have a pal Atari
Here is the link: http://starbase.globalpc.net/minigame/GAME.../Superfly1k.zip
Thanks in advance
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This will be a really cool extension
I just wonder why ATARI didn't introduced a similar technique when they released the XL series.
Would have made some things much easier...
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Ok, my diskdrive is ready to run now.
I found some files but not all on them.
You can download it here: www.atari8bit.de/xl.rar
The ATR contains Demon Attack, Capture the Flag (at least my fileversion needed a translator disk), Robotron (don't know if this was A800 only but was on the same disk) and Gremlins (the sound of my fileversion was horrible without fix/translator).
Maybe i'll find more, wait and see.
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Have a new 1050 from ebay, now i am waiting for my floppyspeeder (my filedisk's a dd).
Hope to publish the XL fileversion this week.
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I'am sure that i still have some of the versions but i have some trouble with my diskdrive.
I will post a link as soon as possible.
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In my opinion International Karate is one of the best looking Atari games!?
But you are right, most of the games don't use the capacity of the good old Atari.
But well, look @ other Plattforms, it's always the same, some great looking games and very much more garbage (also on c64).
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I am not sure if it is a 400/800 only game.
(Nearly) true for the fileversion, the version floating around needs the translator disk.
But I remeber that i converted it for xl/xe use (was an easy job to do).
Like other 400/800 fileversions of cartridge games demon attack used a copyroutine with a jmp into the old 400/800 rom.
Guess this code was from a cartridge copy program because i found the same code on many other 400/800 only fileversions but who knows?
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Hm, the submarine wasn't really yellow but the gameplay sounds like seafox from broderbund...
MCS again ;)
in Atari 8-Bit Computers
Posted
I Don't think that i really understand what you mean (try it in german )
The problem here was that a very big area of the picture was drawn in background color.
Another way would be to use wide playfield than you don't have any (left/right) borders at all.