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fantômas

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Posts posted by fantômas


  1. 54 minutes ago, xxl said:

    actually it works 🙂 Amiga rules ... as usual 🙂


    the algorithm is provided for a processor with 16-bit registers :( a lot of optimization is needed to make it work fast.

     

    I compared with LZ4 which 8KB decompresses into 11 frames, shrinkler (I didn't play with optimization, dirty code) over 500 frames: the video shows how slow it works: / but it's actually much better than all other packers.


     

     

     

    Wow, unlike Shrinkler decompression, you're fast! 👍

     

    All these results are consistent with those obtained by Emmanuel Marty:

     

    image.thumb.png.2c75037b3eae330c415880624fe9d3fd.png

     

    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

     


  2.  

    11 hours ago, emkay said:

    But for the Atari it would result in much better details, if only one color is used, and the PMg is used for underlay. 

    example.jpg.2afe5e4889943cc031ab312cd257e178.jpg

    An interesting idea indeed!

    12 hours ago, MrFish said:

    I don't think lower resolution would spoil the spirit of the game, necessarily (it all depends on the quality of the conversion), but it would change the look and feel somewhat.

     

    1 hour ago, TIX said:

    Personally not a fan of high resolution..

    with a slight redesign we can have lower resolution sprites and our own unique style !

     

    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:

     

    image.thumb.png.5c3e50e5f61aa8bac650f4178261a594.png

     

    14.png.c112326f481dd9502f4656c6db9afa7b.png

     

    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.
     

     

    • Like 1

  3. 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-a8.gif.9141b478b33042074edcb784ea243f15.gif

     

    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:

     

    adm.png.bcbd0fdb996a2b63ca5b48ecde573a8b.png

     

    If someone is interested, he can PM me 🙂

     

    adm-firsts-screen.xex

    • Like 13
    • Thanks 1

  4. 27 minutes ago, ilmenit said:

    Millfork looks very interesting. 

     

    22 minutes ago, zbyti said:

    I'm consider Mad Pascal most mature language on 8-bit Atari but my language of choice it's now Millfork due to his flexibility and multiplatformity.

     

    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)

     

    • Like 1

  5. 20 hours ago, zbyti said:

    The above are my examples in practice form to show the different possibilities of the language.

     

    I'm still learning :]

    Really interesting! Do you think this new language is worth it compared to all available C compilers?


  6. 1 hour ago, Philsan said:

    Your conversion is very good!

    I like Bruce Lee skin's color, like original A8 Bruce Lee game (and unlike C64 Bruce Lee conversion).

     

    Thank you.

     

    Here's the latest version (WIP):

    image.png.892326c6cc60f17f8d076a66c052f430.png

     

    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....

     

     

     

     

    • Like 11
    • Thanks 4

  7. On 8/9/2020 at 4:53 PM, Mclaneinc said:

    I'd forgotten about Fantomas (my apologies good sir),

    No problem. Anyway, I have to admit that on the ROF project, 99.9% of the work is done by Ute.

     

    19 hours ago, Ute said:

    Thoughts or ideas?

    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...

     

    image.png.5a5e99f45f496e4990279ec118deaebc.png

     

    rof-maintitle-3.g2f

     

    • Like 7

  8. 9 hours ago, R0ger said:

    Haha, that's great ! He's really sunk 1 pixel deep into the floor ! I never noticed. And anything which is same color as floor can be jumped onto.

    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:

    image.png.fcd380caad721acefdf39e83baae3548.png

     

    To be honest, I don't know if it's a good idea...😉


  9. 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 😉:

    Quote

    The genesis of the gameplay was from research that I was doing related to aspects of the ANTIC/CTIA/GTIA processors. I was intrigued by how the processors produced collision detection [using] colours. Bruce Lee had to fit in 32k. The processor ran at 0.8 (sic) MHz so you were always cycle counting. Hardware collisions would help reduce code, and,as it was done in hardware, it would be a zero hit from a cycle perspective.

     

    See also :

     


  10. 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...

    • Like 1

  11. 3 hours ago, atariry said:

    Wow! I like this. FPGA based and open source. It may be possible to re-program the FPGA to emulate an Atari 8-bit. I did a quick search for the sources and they appear to be on GitHub. I might try to see if I can port them to one of my own FPGA boards. Thanks for the heads up!

     

    Yes, a real dream computer 😍 And it seems there are now 12 pre-series machines:

     

    image.png.9d29e4ec790228ee09c03c99b36f0029.png

     

    What they say about opening up to other systems  (Aug 21st 2019):

     

    Quote

     

    Our goal is the release of the MEGA65 with close to 100% c65/c64 compatibility.

    Even to reach this goal, we need to invest alot of time already.

    But like you've already mentioned, it is possible to develop an Amiga or MSX core, but it will not be done by us.

    But since it is open-source, whoever is interested could port/build a core him-/herself.

    The FPGA has alot of space and the MEGA65 hardware specs are impressive and easily capable of i.e. an Amiga core.

    SO the sky is the limit.

     

     

    • Like 1

  12. 27 minutes ago, flashjazzcat said:

    The loop EORs a whole page starting at that address, so will be affected by the loader module itself. It's surprising the game loads at all from the loader or DOS if it screws around with RAM in this region (unless bytes aren't written to this area until the load has completed).

     

    For info, before loading anything, the loader zeros page 6 entirely.

    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

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