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MaPa

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MaPa last won the day on October 21 2018

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About MaPa

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    Dragonstomper
  • Birthday 05/26/1976

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  1. The packer is some non public tiny packer based on LZ77 made by Raster and Bob!k. I use it mainly for 1k intros, but packing all my prods with it.
  2. One is compiled from the sources and the second one is packed (the lesser size obviously :) ).
  3. Hi, sorry to reviving this ancient thread, but just now a friend of mine told me, that the game has bug that on the latest levels, when you pickup Speed-Up bonus, the ship slows down. I looked in my code and can't figure out why would that happen... but "of course" I have fixed version and he doesn't. But as I see, the bugged version is on Fandal's site too, here in this thread, on Demozoo and who knows wherever else. So I attached my hopefully fixed version here, which I have it seems from 2.9.2010 I attached only the changed files from the source code, the rest is same as in the .zip file in forst post. ocean_detox.xex OD.xex ocean_detox.xsm
  4. Or it could be done with regular (not hi-res) graphics mode with same color as hi-res, wide screen and scrolling. Probably wouldn't go as far left as in the video (didn't chceck how clipped the screen is).
  5. AFAIK in SCR there is a constant speed regardless of FPS. You just get less or more frames in the same distance traveled. But in one second of real time, you will travel the same distance on track with 10FPS as with 100FPS.
  6. I aprecititate that you admit that you were wrong moreover publicly and thanks for the apology which I didn't needed or asked for. (if you will read this at all because of putting me on ignore list )
  7. Of course not.. your photo shows width about 68.4 mm on the caliper and that's it. I just pointed it out.. I don't know what you measured, if you placed some salami slices on the other side of cartridge to make it bigger or what..
  8. But you photo shows width something like 68.4 mm
  9. I didn't count the cycles nor saw your code.. but with absolute addressing you have to loop one byte (lda,and,ora,sta) cycle or not? With indirect indexed addressing you can easily unroll loop saving 3 cycles per byte which almost cancles the 4 cycles more with indirect indexed and leaves you with "simple" loop prepare.
  10. Use tables.. something like: ldx character ;load the character value (0-255) lda char_addr_tab_hi,x ;get hi byte of char def adc change_font+2 ;add bits to hi-byte (MSB) sta change_bck+2 ;store the resulting value lda char_addr_tab_low,x ;get low byte of char def sta change_bck+1 ;store the result in lo-byte (LSB) .. .. char_addr_tab_low :128 dta l(font+#*8) :128 dta l(font+#*8) ; inverse chars has the same data offset char_addr_tab_hi :128 dta h(font+#*8) :128 dta h(font+#*8) ; inverse chars has the same data offset If change_font+2 is constant, you can add that value into the table already and delete adc change_font+2 instruction. This uses 512 bytes for tables... or 256 if you add and #$7f after loading char.
  11. NMI gets disabled in the ClearSystem macro.
  12. You disable NMI (DLI + VBI) and at $2c00 waiting for RTCLOCK to be increased which happens in the disabled VBI... so infinite loop there.
  13. I would avoid using flickering screens. As for the text.. is it a "picture" or is it drawn from some data, functions etc.? If it's a picture I would rather go for hand letter optimization to look it more smooth than trying to have font as close as possible to the original (if it's the case).
  14. The ldy $101,x is not necessary of course as the Y register is not modified.
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