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pps

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Everything posted by pps

  1. Hi, finally I managed to play tacoot a bit (v2.1). There seems to be a problem when you move to the left (or right) and hitting existing tiles. Parts of them are erased. Don't know if original game acts the same, but imho it's wrong. taco_error.mp4
  2. Beta 2 of mytris is online now. @ABBUC forum Game modes are finished. Try to add input selection for next version.
  3. Screen is based on ANTIC mode 2 (so actually GR.0) and has GTIA flag set. So actually you are looking @ something like a GR.10 game. PM usage is limited there. And atm I do not plan to add more in this area of screen, but who knows how far it will go in the end
  4. Ok, last 4 days of my holidays are gone, so here ist the beta version: mytris beta @ABBUC forum
  5. Yes, it helped a lot. Sfx format is just POKEY registers right forward, as I understand. Would be cool to have a instrument export feature in RMT, so that you have the data for that. In original RMT you could have a sfx just by playing one individual instrument, so that is my idea.
  6. Many thanks for that dumb thing Finally I know how I can have some sfx during lzss play now. I use it in my actual project, that might get at least a beta tomorrow and has a released alpha and alpha2: mytris thread @ABBUC forum
  7. A very first alpha of my 2 days project is online: mytris @ABBUC forum
  8. Ah, yes it is the automatic switch which is wanted. I thought it was not included at all. but imho - that automatic switch is luxury. I am fine, when the assembler shouts, that the label is out of reach. Then simply change the b to a j and assemble it again. Did that thousands of time with mads
  9. For that I would go the way MADS uses... Simply type jne, jeq, jmi, jcs, jcc and you have that long jumps.
  10. It's been not only in text, but was also on side a of the disc and it's main title was "Get Lamp" (so filename was "GETLAMP.TUR" as it needs TurboBASIC) - "Crash on the Meteroid 117" was just subtitle.
  11. @Gunstar I didn't want to harm anybody and I am aware of US sports history. That's the cause of the smiley I added to my comment. ...but Fußball is not soccer😏😜
  12. pps

    NYD 23

    In fact it is just 71 bytes, so 65 without header.
  13. Noooo... Just in the US they call Football by wrong name and are thinking that their thing might be Football. 🤣
  14. The tuturial was split into 5 parts and last one was published in ABBUC magazine 149. The magazine was released on June, 25th, 2022
  15. Another try to honor the King of Football. Farewell Pelé pps_Pele_bw.xex
  16. My conversations from NYD 2023: pps_Pele_PAL.xex pps_Pele_NTSC.xex
  17. pps

    NYD 23

    I am sure he used RMT for it, but Mario will tell us more for sure
  18. pps

    NYD 23

    Everything is running fine on my 600XL, so time to release it: New Year's Disk 2023 ==================== Another time we want to send New Year's cheers to all of you. Have fun with your ATARI and all the best for 2023! I think this time we have a more traditional NYD. Most things are just small projects created during "time between years", just to cheer all of us. No "ages of time in making" big intro, but imho a nice set of creatons. Thanks to all participants. You made a great job! Wish you all the best for 2023! ________________________________________________________________PPs_01.01.2023 NYD_2023_Disc1-multidisc.atr ---------------------------- 01 - run 23 by Buddy + PPs 02 - Archer by F#READY 03 - DJack by eMKay 04 - evergreen by superogue 05 - RIP Archer Mclean by snicklin 06 - New Year Calligraphy by miker 07 - Smus by TL_USSR covered by miker 08 - Pele (PAL) by PPs NYD_2023_Disc2-multidisc.atr ---------------------------- 01 - Bring It On by snicklin 02 - New Year Kid (f.by Sikor)by miker 03 - another unreal world by eMKay 04 - ninja by popmilo 05 - New Year Smiley by miker 06 - sin_waves by PPs Source file (MADS) of sin_waves 169 bytes intro is included in seperate zip file. NYD_2023_Disc3-crash_117_engl.atr --------------------------------- crash 117 by gringosoft/rockford English language version of the text adventure created for the tutorial in ABBUC magazines. NYD_2023_Disc4-multidisc.atr ---------------------------- 01 - New Year 3D heart (320k) by miker 02 - Pele (NTSC) by PPs 03 - 202_hdlines by PPs 04 - 202_lines by PPs 05 - 202_hdlines (x unrolled) by PPs 06 - 202_hdlines (highres) by PPs NYD_2023_Disc5-multidisc.atr ---------------------------- 01 - Smurfs Falaise by miker 02 - ATARI sweaters by PPs 03 - Space Invaders sweater(PAL)by PPs 04 - ATARI sweater 1 (PAL) by PPs Some infos about 202_lines intros --------------------------------- I wanted to test ahwt is the difference in speed between the 256 colors mode and gfx9. All the 4 different intros are just using same "plasm" method as in 169 bytes sin_waves intro. Just add time to x, take sin of that and then add y to get the color of that location, where x range is from left to right and y range from top to bottom. At start the plasm is calculated just for 2 lines in height and running up. Next picture is shown, when calculation is ready. As you can see it can be really fast, if y is not that high, esp. when showing just gfx9. Switching to 256 colors, by alternating gfx11 and gfx9 in DLI, stops just something like a "motion on the screen". It produces nice colors, but 202 lines are just too many to calculate to produce more than one picture per frame, where gfx9 screen may have about 3 pics per frame at same lines count. Main reason of speed dropping is just the DLI needed, to get the 256 colors mode. We have so many times to wait, till next mode switch, that there is not much room to calculate the plasm. Full screen (256 colors) hd plasma in motion seems to be impossible. 202_hdlines: was first try of this and even reducing screen width does not work for 256 colors mode in motion. It producecs 64x202 pixels screen. 202_lines: uses half of the resolution in x, so I left it in 40 bytes mode. 40x202 pixels are not far better, but a bit (32 bytes width: the same) 202_hdlines (x unrolled): same resolution as 202hdlines, but x-loops are unrolled. This shows, that at least here unrolling does not matter. Just file size explodes a lot. y-loops unrolling would take a 8 kB file with no noticeable speed incrementation and unrolling x and y takes out the limits of the A8 (4kB*8kB=32kB^2=32000kB=32MB). 202_hdlines (highres): Just as it can be done. No speed anymore, but here you have best chances of all to catch a view of the relativity of time ;) @pouet.net @demozoo @my own website NYD2023.zip Hope you like it and leave some kind words for us
  19. pps

    NYD 23

    Germany is in new year about 1:30 hours now. Childs are ready making fireworks, time to go to bed for some minutes now. Some stuff arrived in last hours. Will sort it out later. HAPPY NEW YEAR! ALL THE BEST FOR YOU IN 2023! stay tuned for a release later today
  20. Thanks for this nice tutorial game. I realy think this thread is a good idea and hope some other people are inspired now to make some codings for VBXE. Strange: I can't see any aircraft with any setting of VBXE & ATARI I tried in ALTIRRA. Switching to ALTIRRA BASIC and OS did the job
  21. Thanks for your kind words. Technically it is based on the routine used in mode9 intro, but I wanted to try the 256 colors 🙂 I would be happy, if I could speed up the thing, but I have no idea atm, how this could be achieved. The plasm (96x16 pixels) is calculated first, then the scroll (48x8 pixels) and then both is merged together(96x16 again). That takes time and as of the DLI for switching color and gfx mode is stopping CPU a lot, time is not there.
  22. I just uploaded 2 videos of the intro running on a PAL system: complete German scroll text: complete English scroll text:
  23. Cool. Another option to code for our beloved machines And you can code for 6502, 68k and JAG with that one assembler - one asm to rule them all 😁 I will definetly have a look into it. Nice idea on website, too
  24. Cheers to you all! Hope you have a great time with your beloved people.
  25. .DS is for reserving space, but it will be untouched by assembler. So a real hole in your code will be there. You may have to clean that space, to be sure that there is no garbage of old code in memory. .ds 10 is almost same as .he 00 00 00 00 00 00 00 00 00 00 or :10 .he 00 But with the difference, that you don't really know, if space reserved with .ds is really at zero.
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