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R0ger

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Posts posted by R0ger


  1. 1 hour ago, biobern said:

    Sorry, but there is no lever to bend. Do you know how a Sanwa Joystick is built? The microswitch is pressed directly without an additional lever. And the (very normal) microswitch has enough tolerance after clicking. Since I finally have a commercial restrictor (and not my self printed one), it works perfect, even with my cheap Sanwa clone stick. This constnuction is proven by Sanwa for a long long time. There simply is no problem.

     

    https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSo9HDPra6UhrrtpF2SjpDHUc6xBEju7zU1b-NOcaJNFW-65yvv&s

    Hmm .. I've never actually seen Sanwa original. I use some copy, I think it's Zippy. And that uses the force limiting levers. I've seen this solution on some other copies as well.

    I can see how this direct method will result in much tighter dead zone.


  2. Problem with these is that sometimes the diagonal directions don't work properly. You basically limit both switches to about 70% deflection. That might not be enough to trigger them both.

    It can be tuned by carefully bending the switch lever, but It's much easier with square limiter plate, as the dead zone will be also square. Even with those some tuning is useful, I usually want the dead zone to by symmetrical and same for all the switches and directions.


  3. 6 hours ago, Yaron Nir said:

    soooo,

    I read in another thread that we were called a hoax,

    and that author seems to think what we are doing here is childs' play and will never work except some nice drawing mockups.

     

    That is clearly a disrespect for my friends @TIX @José Pereira @popmilo @miker hard work (and yes, we are working day and night on this - mostly nights :) )

    I , would sure like to see how this hoax will turn out to be

    I guess we will have to wait and see who has the last laugh......

    Well that's the issue with early reports. Problem is, 90% of all projects really do end up unfinished. Say this will be one of them is indeed disrespectful. Saying it's not one of them is on the other hand quite optimistic. There is tons of issues ahead of you. When some someone doubts about my projects, I certainly understand, where it's coming from 🙂

    But it's certainly not a hoax, I'm sure, at the moment, you honestly believe it can and will be done. So just keep working, and silence the naysayers by releasing it 🙂

     

     

    • Like 1

  4. 4 hours ago, explorer said:

    hehe... :thumbsup:

     

    Examples with the hero, for ZX version:

     

    anim_caminar01.gif

     

    and for MSX2 version:

     

    barbaro01.bmp

     

    The position of all the graphics is always a multiple of character, so there is the (remote) possibility of being able to do it in some text mode (well, the characters used in the tiles are 1024 per map, so it may not be possible).

     

     

    Textmode is imho a must for game like this. When it's already designed like that, it's most of the work done. 1024 chars is no issue, as long as they are not on the screen at the same time, on the same line. Game like this does not need to refresh every frame, so there is plenty time.

    The character is rather well done and small though, I wonder if it could be done in half resolution. That's where the Spectrum version is easier.

     


  5. 4 hours ago, snicklin said:

    As for @R0ger, I take it that you are programming this for the Czech language? I did some research and found that English has way more phonemes than Czech, so I don't think your code (unless extended to cover English) would work in this case.

    There are some phonemes which are not in Czech. I wouldn't say 'way more'. But the system I should be flexible enough to add them. And I plan to support English, it's just not very high on the list.

    Automatic intonation and accents are much more complex issues, compared to phonemes, but it's no problem with your kind of use, as you can define that manually, to your liking.


  6. I'm actually working on brand new speech synth. It uses slightly different approach than Sam, and it can run with screen on - that's one of the reasons I'm doing it.

    It's quite in the beginning though. And it's not aimed primarily at English, even though some kind of English would be possible for sure.

    I have some first Atari code working, and while it's really hard to understand so far, I think it looks promising. I plan to release something with it in March. By then I should know lot more, and I will not demonstrate anything before that.

    • Like 5

  7. I'm doing little something with digital playback, and I decided to finally try this trick by myself. It seems to work nicely in current Altirra, I use values 3,5 or 1,3.

    But what is the consensus about the real hardware ? Is it reliable enough among all the machines ? Is there some new development ? I don't remember seeing anything new in this are for like a year.


  8. Also it's not just about what to change, but also when to do it. VBI is always the safest place.

    I'm not familiar with Atari 800, but debugging on Altirra has some really cool tools for stuff like this. First it does show the screen how it is currently displayed, with all changes delayed to the exact moment they are taken into account by real hardware. And it also highlights current position of the 'beam'. Very useful in testing time critical stuff. Simply set the breakpoint to the place where you are changing DLIST, and it will show you how the screen looks and where is the beam in the moment you are doing it.

    Then it has 'debug screen', which shows any screen at any time, typically your 'background' screen. You just set the DLIST address, and you can check how you background rendering is doing.

    Not to mention other useful tools like instruction history, asserts, memory write breakpoints and many more.

    Sure, Atari 800 has it uses, but for development, if you are not using Altirra, you're doing it wrong.

    • Like 1
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