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Posts posted by fantômas
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1 minute ago, xxl said:Shrinkler: 1440 - Amiga
!!!
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-mortemWhat 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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23 hours ago, MrFish said:It looks like the two XEX's you uploaded are the same. Wasn't the second one supposed to be the low-res test?
You're right, I got the files mixed up.
Here is the low resolution version improved by TIX sprites.
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11 hours ago, emkay said: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:
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:
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 🙂
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38 minutes ago, LessNick said:Recently, the source code for Elite (https://www.bbcelite.com/) was posted openly for BBC Micro, in which every line of code is documented, and most of it is explained.
A truly interesting site, cf. https://www.bbcelite.com/explore/indexes/deep_dives.html
Thanks for the heads up!
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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)
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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?
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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):
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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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...
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3 hours ago, Yaron Nir said:A diagonal terrain....
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 😉.
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27 minutes ago, Yaron Nir said:in the bound boxes, what coordinates do you use?
PMG coordinates? char mode coordinates?
The coordinates of the fighters, which correspond to the bottom left point of their frame.
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17 hours ago, tajvdz said:Does this work on an original Atari 800 XL with Sdrive-Max?
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...
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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:
To be honest, I don't know if it's a good idea...😉
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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 😉:
QuoteThe 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 :
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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...
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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:
What they say about opening up to other systems (Aug 21st 2019):
QuoteOur 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.
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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.
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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....
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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!
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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.


Most efficient compression for Atari
in Atari 8-Bit Computers
Posted
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