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Schmutzpuppe

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Everything posted by Schmutzpuppe

  1. Unfortunately I am very busy at the moment but I will working on it asap.
  2. That's not really true, the first generation of drivers were based on the note table in the C64 Programmer's Reference Guide (which, regardless of issue, is always the NTSC values) but very soon after that there were new tables created and i've seen the work source for one big name C64 musician where the NTSC timings were included in the code and commented out with a note to enable them for the US release of the product. The Monty on the Run source code floating around the net has PAL values. But it's only disassembled code so maybe the original has commented out values for NTSC. However I don't know if the sid produce very differnd results with slightly differnd values.
  3. I really can't imagin that Raster used wrong values. And even if the RMT has differend values than someone should verify my values first
  4. I only found tables with Pokey notes for 64KHz but not for 15KHz, 1.79MHz or joined Channels so I made my own. It was interesting to see that the result for PAL 64KHz differ from all values I read. It looks as if all calculations are based on NTSC clock. However it's only a small variation and I wasn't able hear the difference. For the calculation I used 1.7734470MHz for PAL and 1.7897725MHz for NTSC. The table is attached because I don't found a way to create a proper formatting. pokeynotes.zip
  5. Thanks. It's fun playing two or three rounds with a group of people. Alone or just with the two players makes no sense.
  6. I attached Fujiama Run. It only runs with multijoy (and maybe it only runs on PAL). fujirun.zip
  7. Here are some photos: http://krupkaj.wz.cz/galerie.php?show=Fujiama
  8. Last weekend the Fujiama party took place the first time in Lengenfeld which is located in the east of Germany. Well the truth is that the Fujiama is the fusion of the (in Germany) well known Schreiersgruen and the Unconventional event both organised by Mr. V. So Fujiama has a tradition even it has a new name now. My brother my son and I arrived Friday evening. The first legal act was drinking a beer which was a must have after driving seven hours. After we pitched our tents the rest of the evening was about talking and looking around. I saw the cartreader that Beetle build (http://www.atariage.com/forums/index.php?showtopic=89858&pid=1091668&mode=threaded&show=&st=entry1091668) and it looks damn like original hardware just cool. There where some more interesting hardware to see like the freezer or the usb flash card using a memory stick to read data. But the real fun started at Saturday. I brought along my Castle Crisis cartridge and a set of paddles which was a good decision damn it was fun. We made a contest and since it was my cartridge guess who won I created a small decathlon style dash game for multijoy but because it was not finished I also coded a bit to get it run. Interesting to see (again) that if a game runs perfect on emulator it doesn’t mean that it runs on original hardware… Cas tried to patch Trailblazer for really big USB Skateboard from a Czech guy which was for the PC Version Tony Hawk I think but unfortunately he had no luck. Playing trailblazer with this beast (it was really big) could have be fun. After Fujiama Run (the name of the dash game) was quite finished (thanks to Bunsen and Wizard for testing) I could enjoy seeing 7 people shaking their joysticks like crazy. Believe me it was worth the effort Beetle offered to make a title music and I suggested Chariots of Fire so he sad down immediately and started hacking something into the Chaos Music Composer. To be honest I didn’t thought he would be very successful but I was damn wrong. Old Man Tower held a math presentation and talked about softsynth. He was by far the oldest attendee (I am not sure but it was something like 70+) Mr. V organised a nice barbecue and because it was really nice weather we sat down outside for a while talking again and drinking beer (or whatever). Than playing again, coding again and so on… Sunday Beetle had a final version of his tune and I tried to integrate it into the game which was only partially successful. The music played on emulator but guess what… As every year there was an outdoor event this time it was real life Space Invaders. Some people (the invaders) made a line and ran from left to right, down and than left again. One with a water pistol (well it was more a pump gun) tried to hit them while two other people right in front of him tried to block the shoots. It was real fun. Thanks to all for having a good time. Hope to see you again next year.
  9. It may run but my understanding is that it doesn't render as intended. The graphics chip doesn't have enough clock cycles to render everything that was shown in the emulator. Only true if you underclock your MARIA Hi Yes,Shawn made it and it works. greetings Walter OK, then I stand corrected. I remember when this got posted on the 7800dev mailing list (or was it here?) and at the time it was discussed as not rendering properly on real hardware. Am I confusing it with something else, or did this get revised sometime later? Glad to hear it works, the parallax effect is pretty cool. Ups, I mixed something up. Didn't tried it on real hardware. Sorry
  10. Small update. Last score and highscore are now visible on the introscreen. Little digi quark. Small bugfixes. froggie.zip
  11. It may run but my understanding is that it doesn't render as intended. The graphics chip doesn't have enough clock cycles to render everything that was shown in the emulator. Only true if you underclock your MARIA
  12. Thanks for the feedback guys. I was on vacation the last week so I had better things to do than coding But I planned to make an update soon. Anyway, I have no idea when it will be finsihed. I have the following to do's on my list: - get rid of this nasty ntsc flicker - different color for lady frog - Highscore + last Score on title screen - adding missing sound fx - end screen (yes it will end) - PAL enhancment - XBoard support (unfortunatly my XBoard doesn't make any sound yet...) - different difficulties - crocodile (allready implemented but only on/off and not level driven) - HSC support? - TIA support? - Bugfixing - Bugfixing - all things I forgot...
  13. I will try it. Thanks PAL or NTSC? Well it's not finished... What do you mean? Lady frog should have the same color in the current version!? I didn't had the chance to find out how the HSC worked but I'll take a look at it.
  14. To be honest I just don't thought that anyone would have a problem with it
  15. You are right, normal firebutton should work (well I thought it already work, have to take a look at it). Ingame reset is implemented in the latest (not published) version. Hm, maybe... Some of the mentioned bugs are already fixed. A differend color for the lady frog would only be possible if the both frogs only have a single color (now the frog has two). Don't know if it would look better. 78POKEY Bankfile and 78BIOS startup will work fine. Thanks for the great feedback guys. You help me keep it up.
  16. I am really not sure about TIA sound. Personally I prefer to do PAL enhancement before doing TIA sound. And to be honest I don't want to spent to much time to finish it.
  17. It's not so much flicker that bugs me as flicker is par for the course for some games (even if this one is not intended to have flicker) Its when the damn thing crashes that gets me pissed. It's such an awsome game, but thats why it's called a WIP and not a 1.0 Keep up the great work dude, "Froggie" keeps looking better and better. It's not flicker like sprite flicker or some artifacting, the whole screens jumps and resets every 5 seconds. I tried it today on my NTSC device and there is a short flicker sometimes but it's more like the screen going black and shows just nothing but I can't see any screen jumping Anyway I'll try to fix the flicker it in the next release.
  18. It's not so much flicker that bugs me as flicker is par for the course for some games (even if this one is not intended to have flicker) Its when the damn thing crashes that gets me pissed. It's such an awsome game, but thats why it's called a WIP and not a 1.0 Keep up the great work dude, "Froggie" keeps looking better and better. It really crashed? I guess it must be a NTSC only issue because I played it a lot on PAL without a crash. But on the other hand it also didn't flicker on PAL
  19. ProSystem Emu and Mess should work with sound when using the a78 file. The game is still Pokey only!
  20. %!?*%#! ... Sorry it worked good with ProSystem Emu. The updated version also runs on the real thing froggie.zip
  21. A small update (only tested on emulator). froggie.zip
  22. It's cool, it's fast, it's great work. Good to see an update!
  23. Hi, did you read the 7800 Software Guide? (http://www.atarimuseum.com/ahs_archives/archives/pdf/videogames/7800/7800_software.pdf) I think it explains quite well how the DL+DLL work. The main concept is that the display is divided into zones. A Display List List entry defines a zone by the number of lines and points to the beginning of a list of display list entry’s which defines the objects. Well I guess the guide explains it better
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