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About jum

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    Chopper Commander

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  1. I was just testing an NTSC ANTIC in my PAL 800XL - It stretches the screen vertically compared to the PAL ANTIC.
  2. Fantastic project, great work Thomas. I am definately going to try build one of these (for PAL my 600XL and 800XL). Would love to contribute code / testing / 3D case designs etc, but will probably not get the time (too many other projects that I am obliged to finish first).
  3. Should this "fix" not be add to the standard cc65 repository: https://github.com/cc65/cc65/blob/master/libsrc/lynx/bootldr.s ??? (Just asking because this is the version of cc65 that I use).
  4. jum


    Yes, that is true for this specific example, but only because you have optimised it, not the compiler. It's not a good example, maybe a better example is something like: for (i = 0; i < 32; i++) { B[i] = A[i] * 2 + 1; // some processing is happening, not just a memcpy } As said before, the point of the comparison is to see how the the 2 compilers handle the same code construct.
  5. jum


    OK here's the cc65 code and ASM output for comparison. Note I used the cc65 "-Or" optimisation flag to enable register variables: cc65 code: void main() { uchar i; asm("nop"); i = 31; do { MIKEY.palette[i] = work_palette[i]; i -= 1; } while ( i >= 0 ); asm("nop"); for (i = 0; i < 32; i++) MIKEY.palette[i] = work_palette[i]; asm("nop"); } Assembler output (.s file): ; --------------------------------------------------------------- ; void __near__ main (void) ; --------------------------------------------------------------- .segment "CODE" .proc _main: near .segment "CODE" jsr decsp1 nop lda #$1F L0060: sta (sp) ldx #$FD lda #$A0 clc adc (sp) bcc L0044 inx L0044: jsr pushax ldy #$02 lda (sp),y tay lda _work_palette,y ldy #$00 jsr staspidx lda (sp) sec sbc #$01 bra L0060 L005F: lda (sp) cmp #$20 bcs L004E ldx #$FD lda #$A0 clc adc (sp) bcc L0058 inx L0058: jsr pushax ldy #$02 lda (sp),y tay lda _work_palette,y ldy #$00 jsr staspidx lda (sp) ina sta (sp) bra L005F L004E: nop jmp incsp1 .endproc Way longer/slower (for this example), and very hard to follow!
  6. jum


    Love that 8bitworkshop web IDE ( https://8bitworkshop.com/v3.4.2/? )
  7. jum


    Would be nice to see a comparison with cc65 generated ASM. If I get a chance tonight I will do same code in cc65 and upload the asm generated. Also would need to expand the lynx lib/module for Millfork.
  8. Wouldn't mind getting a box for my MegaPak cartridge.
  9. Has anyone tried using Millfork language to compile something for the Lynx? A "middle-level programming language targeting 6502-based, 8080-based and Z80-based microcomputers." https://github.com/KarolS/millfork Readme says that it can target Atari Lynx and Atari 8-bit. (although primarily for C64).
  10. I admit I first thought the concept was a bit simple/stupid. But the game is great! The added challenge curve through the levels is perfect, the gameplay is also perfect for a handheld. Somehow it reminds me of Klax (different challenges that get harder as you progress).
  11. Cool game! It kind of sucks you in and keeps you interested. Very playable/fun. Nice gfx and music. Got stuck after a while, but definately going to play the final version. Like someone else above, I also noticed the (lack of) jump physics/curve, and the music can get repetitive after a while.
  12. Very impressive looking version of 3D Tic Tac Toe. Also cool chiptune style music On my Lynx II (original screen) the gfx look a little tiny, very difficult for me to read the text. Maybe the grids should take up more space on the screen. (Also note my eyes are not good).
  13. Fun game! Great gfx, sound and gameplay. Never played it on Atari 8-bit before. I think it's the sort of game that fits the Lynx perfectly. Played on Lynx II via RetroHQ SD cart.
  14. Well I did finally manage to get the game running on my Lynx II with RetroHQ SD card. I blame TGI for messing up my fancy "dual layer SCB" system Game is very fast on the real Lynx (and a bit blurry!), but very slow in Handy... Here is the latest version: Sky Raider 20190906.zip
  15. Hi Karri, actually I just now found the cause of the crashes (after a LOT of SD card swapping :{ 😞 If I disable collisions, the game does not crash. I'm using the default TGI config with 2 draw buffers and collision buffer like so: // tgi locations of collision buffer (using -C lynx-coll.cfg in linker) #define COLLBUF 0xA058 #define BUFFER1 0xC038 #define BUFFER2 0xE018 So possibly the stack is getting overwritten (underwritten?)? IDK, maybe something else?
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