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Everything posted by fantômas
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Wow, unlike Shrinkler decompression, you're fast! 👍 All these results are consistent with those obtained by Emmanuel Marty: I don't know what the "EPC" compressor is. But in any case it seems to be more efficient than the others (Shrinkler excluded). I find that lzsa allows a good compromise between decompression speed and compression ratio: lzsa.exe -f2 -r : 1811 lzsa.exe -f1 -r : 1937
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Z80 too: http://www.cpcwiki.eu/forum/programming/shrinkler-z80-decrunch-routine
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According to https://github.com/emmanuel-marty/lzsa/blob/master/pareto_graph.png, Shrinkler (https://github.com/askeksa/Shrinkler) is rather good, I have tried and indeed: Shrinkler.exe -d -p -9 : 1440 bytes Sounds too good to be true!! (exe is available here http://www.pouet.net/prod.php?which=64851) also lzsa.exe -f2 : 1819 bytes
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For coders, I think the following article is worth reading about the C64 version: https://ready64.org/articoli/leggi/idart/109/abbaye-des-morts-64-post-mortem What amazed me the most was that they managed to make the whole game fit in 64Kb - what was not the original plan - including an extra level (The Hacker Room) and Jean's digitized scream. These guys are damn good I think!
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You're right, I got the files mixed up. Here is the low resolution version improved by TIX sprites. adm_ld.xex
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An interesting idea indeed! My first plan was to use a resolution of 160 with 5 colours, keeping in mind the author's intentions as much as possible: "Faith will be your only weapon in this platformer styled like a ZX Spectrum game. Black backgrounds, 1 color sprites and 1 bit sounds are a proper fit for a raw story. The lack of details turn on the player's imagination, creating a unique experience for each player." For screens, this means that you have to redo everything from scratch. A lot of work I had started to do: But during my experiments, I quickly asked myself questions about the design of the sprites. Of course, someone as talented as TIX can probably do something interesting with fewer pixels.... The obvious advantage of working with this resolution is that we can use PM for both Jean (the hero) and some of his enemies.
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I also told myself that an A8 version would be great and I've been messing around with G2F and the C64 assets over the last few weeks... Here is the result of my first experiments: adm-first-screen.xex I don't know if I'm going to go any further and I think that obviously an A8 version would look less attractive than the C64 one. And of course there would be a lot of work for the graphics department! It would also be possible to use a lower resolution (160 vs 320 pixels), but I have the impression that this would spoil the spirit of the game: If someone is interested, he can PM me 🙂 adm-firsts-screen.xex
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Whatever happened to Elite for Atari 8bit conversion project?
fantômas replied to oky2000's topic in Atari 8-Bit Computers
A truly interesting site, cf. https://www.bbcelite.com/explore/indexes/deep_dives.html Thanks for the heads up! -
Thank you for your answers. I'll take a closer look. There's another project I'm following with great attention: KickC (C-compiler that creates optimized 6502 assembler)
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Really interesting! Do you think this new language is worth it compared to all available C compilers?
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Thank you. Here's the latest version (WIP): Indeed, I try to use the Atari's palette while trying to stay true to the source 🤪. Anyway, I'm going back to work on the game....
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No problem. Anyway, I have to admit that on the ROF project, 99.9% of the work is done by Ute. I also want to make my small contribution. It's a work in progress: not all colours are correct. Entirely done by a non Graph2Font master 😁, so I provide the G2F file in case... rof-maintitle-3.g2f
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Open or Example Assembler Source Code
fantômas replied to pixelmischief's topic in Atari 5200 / 8-bit Programming
https://atariwiki.org/wiki/Wiki.jsp?page=Articles#section-Articles-SourceCode -
Collision detection - best practice
fantômas replied to Yaron Nir's topic in Atari 5200 / 8-bit Programming
You can find things online, like here http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/ The only problem is getting this to work with a 6502 😉. -
Collision detection - best practice
fantômas replied to Yaron Nir's topic in Atari 5200 / 8-bit Programming
The coordinates of the fighters, which correspond to the bottom left point of their frame. -
The xex works on a real atari. But i t is not very DOS friendly (load at $400). The attached version may be the right one for you to try... teaser I-packed.XEX
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Collision detection - best practice
fantômas replied to Yaron Nir's topic in Atari 5200 / 8-bit Programming
This makes it possible to create new levels. To try to extend the game, I have set up areas where detection is used. If characters (sprites) are out of these boxes, the selected playfield color have no influence on them. For example, for the floor colour: To be honest, I don't know if it's a good idea...😉 -
Collision detection - best practice
fantômas replied to Yaron Nir's topic in Atari 5200 / 8-bit Programming
Bruce Lee is based on sprite - to - playfield collision detection. The interview with Ron Fortier in Retro Gamer 145 gives some very interesting details, even if it seems that his memory sometimes fails 😉: See also : -
Unicorns season: Prince of Persia for the A8!
fantômas replied to rensoup's topic in Atari 8-Bit Computers
Damn! I had my own Pop conversion project: https://github.com/fa8ntomas/pop-a8 Well, my project is much less advanced: It seems I'm a little late at the party 😉. Anyway, well done 👍 However, my idea was to make a 128KB cartridge. Why 128Kb: because I think it's the maximum that can manage the Uno cart.... At the point where I was, it seemed feasible to me... but I hadn't really integrated the sprites yet... -
Yes, a real dream computer 😍 And it seems there are now 12 pre-series machines: What they say about opening up to other systems (Aug 21st 2019):
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At first glance, I don't see the point of the David’s project: you can't play nostalgia with a modern 8-bit.... If I had some money, I would rather invest in the project MEGA65...
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I made some subtle changes on the intro screen to adapt it a little bit to NTSC colors. I forgot, and I'm a little ashamed, to mention that this screen was made almost 10 years ago by @MrFish (Cf. this topic). Thank you ! I think that concludes my (very small) participation in the great work of @TIX. Bruce Lee RC 14.xex
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I changed the version label: I fixed the problem with the last screen: I just want to fix a few more things in the intro screen (colors + keys) and I think my work will be done.... Bruce Lee RC 12.xex
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I realized that I just had to update my SIDE2 cartridge to be able to test myself! What I did ... and in fact the crash was caused by the protection routines ... so I desactived them. @flashjazzcat Thank you very much! @Faicuai Thank you very much! I'll try to fix the NTSC color problem. @Others Thank you very much for testing. We need you! Bruce Lee RC 10.xex
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But after the program has been loaded and started, I suppose you can have all the memory (the memory area 0x0418-0x1FFF is overwritten after the game starts)? My hypothesis is that something changes the memory after the program starts, which activates the protection routines.... This something, however, would not survive a warm reset, which makes the RC7 works. Well, that sounds a little twisted... maybe I'm completely wrong 😉. I modified the xex to disable this protection routine. RC9 One Protection Disabled.xex
