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andym00

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Everything posted by andym00

  1. Don't be obtuse, you know what I meant..
  2. I was just curious because I was thinking about this last night whilst lying in bed and wondered how far the idea had been taken, and if so what the results were like.. Yeah, it's hideous really, but it's not often I've seen hires coloured stuff in Atari games.. I was hoping for something slightly more impressive though..
  3. http://www.youtube.com/watch?v=umFRpUqcono Looks like a pretty accurate arcade conversion to me
  4. ...Big House for example: Interesting indeed Thanks for that..
  5. Ah, oops.. Ummm, now that's a highly subjective issue.. There's so much great music out there that I daren't comment apart from to say I'm a huge Galway fan, but that's maybe a bit too old school in this day and age I'd suggest hitting CSDB and maybe looking through the music charts.. http://noname.c64.org/csdb/toplist.php?type=release&subtype=%287%29&submit=Check%A0chart
  6. The Resid library is an attempt to make the perfect SID emulation, and as a result it emulates SID clock cycle by clock cycle at 1MHZ to capture all of the little foibles of it and to accurately emulate the filters and the distortion present within the device, and also to catch all the effects that the processor messing with SID might be having.. It's the best there is with ResidFP, still not 100% perfect, but it's getting there slowly.. If you've got a Mac then Sidplay 2.5 is much more fully featured on the Mac than the PC version.. It looks more like iTunes if that's you cup of tea Here's a fairly complete list of all the Editors & Trackers & other music things for the 64.. It's an enormous list http://utenti.lycos.it/ice00/HVMEC/CONTROL/ If you click on an entry, it'll show you screenshots, and keyboard commands, and other stuff about the particular program.. Personally, I'd get started with GoatTracker.. But the Editor doesn't run natively on the 64.. I don't know if that's of importance to you or not, but it's a place to start.. http://covertbitops.c64.org/ I can't link directly because of frames, but it under Tools.. A quick google will tell you more about it as well..
  7. Are there any examples of games that use hi-res 320 pixel modes, and use player overlays/underlays in this resolution ? In particular with the PRIOR effects ? I'm just curious as I've been wondering how this would look in reality ?
  8. Have you mistakenly posted the list of shite that was Europe was subjected to ? I eagerly await the correct list of good games..
  9. To quote WoTR: I think that sums it up perfectly
  10. That's all well and good, it's just a shame the 64 is the worlds best selling computer, ever
  11. Games might have come out mostly on tape, but I think that was mostly the due to all the other platforms being on tape as well.. For the record, back in the day I didn't know anyone without a 1541.. And most of the American arse that arrived back then on disk was hardly worth subjecting your 64 to.. Apart from, Transformers with its full side of (barely understandable) digitised speech and slide show introduction.. I listened to that loads, mostly to try and figure out the hell it was saying And other arse like Hot Wheels and stuff.. The only good thing to come out of the US market was Racing Destruction Set.. Now that was cool On the other hand, of all the Atari guys I knew back then, not a single one had a disk drive
  12. Oops.. 2Ghz... Mind is in 8bit land again, not thinking of Ghz any more
  13. Sidplay/W 2.5 would be the puppy you'll be wanting.. http://noname.c64.org/csdb/release/?id=76056 It's got the ResidFP emulation in it, though you'll need a fair portion of CPU to run it.. ~2Mhz or so is required.. And I assume you know of the High Voltage Sid Collection ? http://www.hvsc.c64.org/
  14. 'The Chain' is the name of the song by Fleetwood Mac..
  15. Okay, so bitmap based I'm still learning all these new fangled graphics modes you have on this contraption I forgot I did see some slow down a few times, but I couldn't figure out why, they were always at times when things didn't seem so loaded.. But it gets a bit more kudos from me since it's actually bitmap mode then..
  16. I don't recall that colour substitution or having heard mention of this before.. You mean in magazines ? Box Art ? Posters ? I think the C64s (eye cancer inducing as is often mentioned here) palette is pretty damn memorable and it's pretty hard to tart it up without it being noticed
  17. Funny, I just watched a load of YouTube videos of Zybex on the A8 this afternoon.. I didn't think it was that bad, apart from the half-res thing going on, and the appalling colour choices and the pretty bad enemy attack patterns.. Looked very much programmer made The shots were character based on the A8 as well from what I saw.. And I didn't see in the full game play through any examples of the unreachable objects thing.. I was certainly surprised by the A8 video how much it had going on, okay character based, but it was a pleasant surprise.. And the title music was pretty well done by Adam.. I was expecting the worst when it went into one big sound diddling around for a long time, but then smiled when it broke out into a full on tune that you'd expect But it's a pretty poor game, even on the C64..
  18. I know what you meant with that, and that's all fine and good, but you'll pay the price for holding it like that when it comes to manipulating those numbers in game logic..
  19. Acme http://www.esw-heim.tu-clausthal.de/~marco/smorbrod/acme/ Kick Assembler http://www.theweb.dk/KickAssembler/Main.php Are the best two in my opinion.. Both are passive, but I run using VisualStudio as my IDE so never see a command line anyway, just set up the build options and you're away.. ACME has a patch by Martin Piper that outputs the assembler output into a DevStudio format so that hitting F4 for the next error and all that just works out of the box.. ACME has a few foibles, but they're liveable with.. I've had a few problems with it regards to local labels, but mostly when I do cheesy things like.. - ldx #xx lda something,x inx stx - + 1 Using the shortcuts for local labels -+ meaning previous label and next label have tripped me up once before and it took ages to find out why.. So avoid that I've played a lot with Kick, and want to move over to it, but ACME has a rather peculiar syntax with things, and I don't relish converting a ton of source code.. ACME also has a great approach to Macros that make life very easy, especially by being able to pass parameters by reference.. Sadly it doesn't do one thing right, and I loath it a bit for this, but that's local labels.. I prefer local labels to be limited in scope to the next full label, locals being preceeded by '.'. Sadly it doesn't do this, and you have to use !zone {} pseudo ops to limit the scope of variables.. It's okay, just a bit annoying sometimes.. Kick has a very very good high-level scripting language built in to.. An example of it scripting is this.. .pc = $2000 .var logo = LoadPicture("CML_32x8.gif") .for (var y=0; y<8; y++) .for (var x=0;x<32; x++) .for(var charPosY=0; charPosY<8; charPosY++) .byte logo.getSinglecolorByte(x,charPosY+y* I would have killed for things like that back in the day That's just one example, but there's way way more to it than that.. I'd suggest you take a read of the Manual to get a true idea of its power.. http://www.theweb.dk/KickAssembler/KickAssembler_Manual.pdf As for speed well they're both blindingly fast, faster than you could ever need, and I've very rarely seen builds taking long than 1 second, and most of that is VisualStudio faffing around when I hit F7.. The other thing I'd suggest is get some source control running if you're having trouble keeping track of changes.. Perforce is my first choice, and it's free for 2 users and is a life saver.. If you want a good example of what ACME looks like managing a whole project, head off to Codebase64 and check out the Bezerk Redux source code.. Martin Piper did the whole thing in ACME and it's a good example of what working with ACME is like.. Anyway, sorry for the rather rambling and unstructured post, but I'm in a bit rush to get out..
  20. PDS was cool and changed the way I worked forever.. Foo was still there back then in the NES days.. I left before Elite was completed, and the Bits thing was just starting to take off in a big way for them.. The speed of the assemblers was the big pissing competition back then, nothing else mattered.. I recall that Argasm (or whatever it was called) got rumbled because at some point in its life it specifically checked for a specially named source file, and cheated a bit with regards to what it outputted.. If I recall it was discovered by accident when a source file generated totally the wrong output
  21. I was working at PDS/Bits when we were doing the NES port of Elite.. That was the bees knees of the 8bit versions as far as I'm concerned.. Braben & Bell (aka Bed & Breakfast) were in a lot to oversee that, and I think it shows in that it's way better than the other 8bit versions, imho Edit:
  22. On the 64 you can abort the badline, VIC will use the character and colour data last fetched, fetching only new graphics data, which doesn't interfere with the CPU anyway.. It's using this technique that it's possible to create a 4 colour bitmap screen[1] that doesn't use steal any cycles from the CPU because the colour RAM, and character RAM fetches (used for colours) are being aborted as they begin.. Of course you end up with more cycles anyway on the A8 anyway, that's taken for granted. [1] Well more than 4 because the colour memory can be different across the line being repeated.. You let one line fetch occur then no more..
  23. Forgot to mention the light source It's an ECS demo! Normally on the AMIGA they use AGA for 3D.... Maybe they should stick to using AGA then.. I guess the reason it came 3rd (or maybe there were only 3 entries) is that it looks like something the dog threw up, then ate again, and then brought back up again.. edit: Just checked.. lol, there were only 4 entries that year
  24. Ofcourse it does. Using the blitter, you could calculate the 3D stuff and draw pixel blocks, resulting in a "Driller" with textures. Same on the A8. Using ANTIC as a "line Blitter" results in the resolution of 80x60 with 16 colours, and almost the full speed of the CPU, because the DMA Reads and RAM Refresh Cycles get less. But, otherwise than the AMIGA, where the CPU has to wait for the Blitter Operations to be finished, ANTIC draws the PIXEL WHILE the CPU is calculating. So, instead of a virtual resolution of 80x60 with the usage of colour transitions on the C64, the ATARI simply has the right mode for this to offer, where the graphics controller and CPU can work at the same time. You are completely certifiable emkay
  25. Oh, well it's a good job "line blitter" was written in quotes otherwise it it could have been considered misleading.. So in otherwords exactly the same effect as can be achieved with VIC..
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