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Posts posted by R0ger
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I studied the documentation and I'm quite disappointed. It's certainly better then AY. But I'd expect some modulations, filters .. this is too basic. It might all be just lack of my imagination, but imho there is a reason why synths didn't go this way. Pity they didn't make some sick demo.
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48 minutes ago, Mclaneinc said:I also ask for an end to the thread, its just going over and over the same points and the same counter arguments about pointless stuff.
Why can't people just enjoy all the machines...
But bickering about how yours is better is part of enjoying the machine
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I'm so glad there are bugs, because otherwise Phareon really makes other developers look bad :-D
So here's what I've found, test17.
Audio monitor does not work in stereo mode, the right scope only draws 1 pixel wide or something.
The fact I can see the waveform when I pause is great though !
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17 minutes ago, kiwilove said:A PlayStation console/coin-op game that could be converted to the 5200/8-bit Atari would be Super Puzzle Fighter II - that the extensive fighting character animations can be left out or simplified a great deal - but the actual gameplay action area is represented well. Don't know if anyone has done a game so similar to this already? Dr Mario maybe?
Harvey
I'm working on Puyo puyo. Not direct port of any existing game, but the rules will 100% true (to Puyo Puyo Tsuu). Can't promise any date though, first I have big plans with the game graphics and I also want some tutorials and lessons in it. I'm also easily distracted
https://atariage.com/forums/topic/284327-puyo-puyo-wip/
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34 minutes ago, Dropcheck said:So essentially the code is simply putting the hex number on the selected port and whatever is connected to that port responds to that number according to its dictates?
It's not loading a lo-byte then the high-byte memory address onto the PORTA register?
The code is simple and clear. It writes 3 numbers to that address, and you mention, there is hardware register associated with it, so I assume it writes to that register.
Now how the hardware connected to this register interprets those 3 numbers, is outside scope of the code.
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Well you said it yourself. If those memory locations are mapped to I/O ports, writing to them means writing to I/O ports. I mean you say 'associated with', so it's not clear, but the code looks just like writing to external chip, let's say POKEY or ANTIC, with memory-mapped registers.
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Very useful !
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So basically it has to be the same as the standard cover for the ball, as for the outer shape and latches, but the window has to be square for the optical sensor, right ?
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So we did meet after all. We managed to print the buttons, and we started the blind (first link), but I had to leave before it was complete.
We realized I don't really understand what you want to have done with the third link. You say you want to merge two models, but how ? Some parts from one and some from others ? I'm afraid we can't do that, we don't have anyone experienced enough. Maybe making the part from scratch would be easier. If only we knew what exactly you want it for 🙂
The color is obviously quite off, but it's mostly because all our STs are quite yellow.
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48 minutes ago, +Adam+ said:@R0ger I would say: Robbo, Plastron, Flowers Mania, Laura, Ridiculous Reality (just a few examples).
Thanks for tips ! I didn't know Plastron, and I had to look with new set of eyes on the others.
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1 hour ago, +Adam+ said:You may find colour clash on Atari 8-bit also in Black Lamp (look closely what happens when two enemies meet) and Time Pilot (airplanes vs clouds).
What do you mean by a game "using 5th color effectively"? Any game with 5th colour or a game with software sprites using that colour?
I mean game which uses 5th color of character mode. I know some which use character mode, but no 5th color, for unknown reasons. If it also uses software sprites, even better !
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Druid brings interesting issue. Character graphics have the advantage of 5th color. Yet when you are using software sprites (as Druid does for enemies), there will be collisions, unless you design the game around it. Druid proudly ignores the issue and brings typical Spectrum color clashes to Atari. It's interesting like in most games people will rather not use the 5th color at all. Any ideas about other games having this problem, or using 5th color effectively ?
Edit: Seems Tagalon is using it very nicely. Since it has player and single enemy from PMG, he can do whatever he wants in the field. 5th color is blue, mostly used for items. The game is actually super simple, I hear it's not even in assembler but forth or something like that. And you can see that redrawing the map is slow, for example when you pick an item. But the whole game is designed with the limitations in mind. It uses what Atari can do easily, and not a bit more. That, with subtle use of PAL blending, make it more valuable for me than Druid.
Another quite advanced game is IMHO International Karate.
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Similar to this situation .. that is Czech deep socialistic Aritma 507 plotter, connected to Silicon Graphics Indy. I bet they were both quite surprised while talking to each other.
Well, at least there is Arm powered interface in-between them (the small box in front of Indy), helping with the language barrier. It's the strongest computer on the table, so it should have no problems.
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That sounds doable. Will report how it develops.
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8 minutes ago, Lastic said:I didn't get your question.
How fast do you need it ? We might not meet this week, and it might not print out good for the first time ..
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9 hours ago, Lastic said:I would like to take you up on that offer.
The floppydrive bezel and the 3 eject buttons are the most important currently for me.
I could pay via Paypal for the printing and shipping.You are not in a hurry are you ?
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Our local atariklub has 3d printer. It's Czech Republic. We do have some gray filament. It's not exactly XE color though.
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IMHO Pokey is pile of crap. That's why I like it so much
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Congratulations to everyone ! And thanks to ABBUC !
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What do you mean 'world creation' ? IMHO it does exactly the same stuff the Zelda game does. As for sprite multiplexer, what makes you think so ?
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You mean something like this ?
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Without bullets, enemies and 2 players it's not really even a demo. Scrolling map in 2 direction is no issue on Atari. Having all that stuff move at decent speed is different story. C64 has better sprites, but it won't be enough, and they clearly are running out of breath at this stage. But it's nice to see someone trying.
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11 hours ago, rensoup said:I meant in general of course, puzzle games are an exception... platformers hmm... I dont know... I wouldn't attempt to port a game like Bubble Bobble in character mode (even in bitmap mode it would be tricky)
That's good argument for bitmap mode ! I mean 2D movement. Character mode is good for movement in one direction. Horizontal only is the best. You only need 1 extra character on each row as buffer. IK works like that. Also in many platformers, enemies only move in one direction, and often even only in horizontal.
Vertical only also only needs one extra character per every column. But you are likely to cross DLI lines, with possible charset change, and you have to have slightly more complex logic. Nothing impossible though.
2D movement of sprite requires extra character in both direction. So 2x2 sprite requires 3x3 characters, AND you can cross DLI lines. The sprite processing is more complex. And if sprites can move freely, it will be harder to use the extra color. You can only do that on places where no SW sprite can go over it.
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Some game are also only possible in character mode, like this project of mine: https://atariage.com/forums/topic/284327-puyo-puyo-wip/
Here is video: https://www.youtube.com/watch?v=VAXHc5DWb0M
First there are tons of movement. When the stacks collapse, it's one character per frame speed. Impossible in bitmap mode.
Second there are 'tiles' which the playfield consist off, so the character mode is logical.
Third .. character mode and PMG give me those extra colors. 6 is so much more than 4.
And last - watch the black puyos .. time to time they all shrink at the same time. It's to distinguish them more from the rest .. and it's very simple to do in character mode, even if I have 4 character sets. Even platformers use this 'repeated animation' often.
I'd say for a platformer, or puzzle game like Puyo, I don't see any advantage in bitmap mode at all.

AMY Chip has been found...
in Atari 8-Bit Computers
Posted · Edited by R0ger
Very easy. The math is simple. There is some trick to remove multiplication, but you don't really need it in emulation.
Let me first sum in short what Amy does:
- there are 8 voices, using sine wave. They are called fundamentals.
- there are 64 harmonics (also sine waves), which can be assigned to individual voices, and their frequencies are multiples of the fundamental frequency. The assigning is done in pairs, so the voice can have 2,4,6 .. up to 64 harmonics. Each harmonic can only be assigned to one voice, so if one voice has many, the rest of the voices has fewer.
- harmonics (and fundamentals) have simple volume envelopes, 1 target value / slope pair, the fundamental has same system for frequency.
- both volume and frequency slopes are correctly interpolated in exponential space.
- the harmonics have no other parameter, just the envelope and channel assignment. If channel has 4 harmonics, it's 2nd, 3rd, 4th, 5th. Their phase is computed directly as multiplication of the phase of the main voice.
- there are also 2 configurable noise generators, which can be somehow combined with the voices. This part is not very well described.
I'm not even interested in full chip emulation. I'm interested in what can be done with this approach, because I don't know any other synth doing it like this, and I'm rather skeptical.
I've played with DX7 simulator, you can do 4 harmonics with envelopes on it. And indeed, I had troubles getting interesting sounds out of it.
Yes, the samples we have sound "like FM" .. but that's just because Amy syntheses is based on sine wave, and so is FM. But in FM the other generators modulate the fundamental generator. They can have widely different frequencies, or just slightly. On Amy the harmonics are just added, there is no control over their phase, their frequencies are always just multiples of the fundamental. In other words, there is much less variation.
Also to get many popular synth sounds, you need lots of higher frequencies. On bass it means lots of harmonics. On Amy you also have to use all harmonics. You can't use 2nd, 4th, 8th and 16th .. which would be just 4. You have to use all 16, and mute those unused, limiting other voices. To make something as simple as PWM square wave bass would require voice with many harmonics which all would have to be carefully manipulated. Sid can do it with one poke. It's not as simple on FM, but it is still simpler then on Amy.
There is obviously great room for experimenting and different tricks, and it's IMHO easier to predict what it will do, compared to FM. It would be really interesting to see (I mean hear) what people might be able to do with it if they had 30 years, like they had on Pokey or Sid. But at the moment I don't see it. Way better then AY, that's for sure.