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jum

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Everything posted by jum

  1. Thank you Nop90. I have also had this "bad palette" problem with sprpck and BMP files (generated using GIMP). Please add a link to your github with fixed sprpck. Thanks.
  2. No offense taken It's just an alternative way to set up simple SCB chain. You could also save 8 bytes per sprite by leaving the palette mapping out of your SCB struct, and manually setting the palette mapping before drawing the sprite chain. Depends on what you are doing, how many sprites you have, etc.
  3. This is how I have my SCB struct defined: // Lynx Sprite Control Block structure typedef struct SCB { uchar sprctl0; uchar sprctl1; uchar sprcoll; // spr collision number struct SCB *next; uchar *data; signed int hpos; signed int vpos; uint hscale; uint vscale; uchar palmap[8]; uint collResult; // collision result data (offset = 23) } TSCB; Note "struct SCB *next;". This allows us to reference the next SCB without casting, like so: struct SCB clearSCB = { 0xc0, // 4bpp / bg_no_collision 0x10, // compressed, hsize/vsize 0x00, // 0 to clear coll buffer &playerSCB, sprclr, 0x100, 0x100, 0xa000, 0x6600, { 0x01, 0x23, 0x45, 0x67, 0x89, 0xab, 0xcd, 0xef }, 0 };
  4. I am using a precompiled Windows version of CC65 (on Windows 7). Just looked up where I got it from: https://sourceforge.net/projects/cc65/ It seems to be 4 years old now. I followed the link from the CC65 main page: https://cc65.github.io/ Not sure if there is something better now, but this version is much better than the "old" cc65. Edit: Looking at the https://github.com/cc65/cc65 src files, it seems there is some recent activity. May be possible to build cc65 using Visual Studio? - Jum PS: I anyone has any ideas on how to do a fast vertically scrolling playfield on the Lynx, please let me know. At the moment I am experimenting with using 2 80 x 102 sprites, stretched 4x horizontally.
  5. I'm a gonna register (as soon as I decide what I want to do). Haven't entered a console programming contest since 2005! (Chopper X in PDRoms 3.33 competition). May pull out an old unfinished demo/proto and finish it off, or maybe do a very simple new game, probably involving dachshunds... Alternatively, I can be a judge if you need one.
  6. Thanks Chris. Not sure what causes the "ghosting" of the vertical walls, I just assumed it was my Lynx' old and crappy screen I think the "jamming" of the gun may be caused by the bullets going off-screen without hitting anything, and since the player has 2 bullets that are recycled, he can't fire until they time out. I will check and fix this. (You can maybe try to avoid this problem by not firing out a doorway?). Edit: Seems ghosting may be caused by bad capacitor(s) in the Lynx.
  7. Berzerkoids alpha 3a attached (just a fix to the flickering at the top of the screen on real hardware). berzerkoids_alpha3a.zip
  8. The online Lynx emulator on your site seems to work quite well. Just one small thing - your description of Berzerkoids says "about 80%" complete. It's actually now around 99% complete.
  9. Berzerkoids "alpha 3" attached. (Only tested in Handy) Changes as per bhall's suggestions: - Use inner or outer fire button to fire. - Prompt to press any key to start on the title screen - "Get ready" message before every level - Level scrolls off the screen when you finish it. - Slightly pulsating walls (it's quite subtle to avoid being too distracting). Also a fix to the bullet colour (now always white). Edit: attached file removed - see updated berzerkoids_alpha3a post below.
  10. Thanks for the suggestions, they are all do-able. The voice samples will stay as they are (freezes while playing them back), as in the original. Also it makes it more dramatic I will see what I can do within the next week or two... PS: It's "Berzerkoids"
  11. Sorry, may bad for not testing it on real hardware. Seems that the Lynx does not like my "raw text printing" routine, so I have removed it an updated the download in post #16 above. Please re-download and try again. Picked up some other issues on real hardware (screen refresh/vsync, sound glitches, bullet visibility). Thanks for trying it
  12. Thanks for the feedback - I'll check it out.
  13. Here is the latest (and maybe final) version of Berzerkoids for Lynx. I have only tested on Handy so far, still have to test with my RetroHQ Lynx SD card. Main changes are some minor speed improvements, and some voice samples. Edit: Replaced the attached version with one that works on real hardware. bezerkoids_alpha2.zip
  14. From my one test on Handy vs real hardware, seems the real hardware is faster: http://atariage.com/forums/topic/272753-clearing-collision-buffer/?do=findComment&comment=3910354 (For this case at least - draw background clear sprite and draw full screen sprite).
  15. Here is an updated version of WAV2LSF with source and Windows .exe. Changes: - Added "-c" option that outputs the "LSF" sound data as a C file (.h or .c) (for easier workflow) - Made it a bit more user-friendly w.r.t usage "help" and error messages TODO: - Handle 16-bit WAV files (as some audio editors can't output 8-bit WAV) - Output "packed" sample data as C code - Include C and ASM code for packed sample player If needed, I can put it on my github. Coming soon: Final version of my Bezerk clone, faster and now with VOICE! (hence the detour into "updating" WAV2LSF). Credits to Bastian for the original WAV2LSF. wav2lsf_1.1.zip
  16. And ca65 macros for Lynx-specific functions (like INITMIKEY, INITSUZY, FRAMERATE 60 etc) ??? Do they exist?
  17. Do you have Lynx libs / macros you use with ca65? (I have a cc65 installation, which only has asminc/lynx.inc). Or even a "ca65 Lynx toolkit"? (wishful thinking ) What is "structural assembly"?
  18. Excuse my ignorance, but I'm looking for information on how to set up / configure lynxass / BLL so I can build the hello_a.asm example. (I'm getting "Unsolved labels"error when I run lynxass). Is there a best/latest version of BLL I can download, and some documentation on how to build a simple example? (BLL download on http://www.monlynx.de/lynx/bll.htmlis broken). Alternatively is there any info/examples of how to build simple example using ca65? Thanks and apologies if I am missing something obvious. Edit: Nevermind - got it working by including the right macros/vardefs/includes.
  19. No, I downloaded the version from this post (from sage) on AtariAge Lynx programming: http://atariage.com/forums/topic/259067-lyxass-updated/?do=findComment&comment=4091378 (The github version seems to be 0.44/0.45) Correction: From chibiakuma's youtube videos ("keith s" on youtube), it looks like he's using VASM. However, his 6502 toolkit download also contains BLL and lynxass (in the Sources folder). (Interestingly, it also contains my Atari 5200 emulator "Jum52" And yes, no credits, but I'm not too bothered as his toolkit is "training material" and it looks like he put a lot of work into it.
  20. The chibiakumas stuff ( http://www.chibiakumas.com/6502/6502DevTools.php) seems to use older version of BLL / lynxass. PS: Just built lynxass 0.50 for Windows console in VS - only issue was replacing strcasecmp() with stricmp().
  21. Any contract like this is negotiable, so anyone engaging in said contract is free to edit the contract, get their lawyer friend to go over it, etc, and send it back and forth until both parties reach a similar level of acceptable dissatisfaction. Then sign (or don't).
  22. Thanks Karri. Some nice information there. What I really want is a replacement for TGI, that includes what TGI does not have (eg: audio, custom text, other draw routines which I have had to implement). ie: A more complete, integrated Lynx CC65 game lib. A "single download" of a "Lynx Game Dev" .zip with CC65 and libs and proper documentation and samples would go a long way to making it easier to get into Lynx game dev. Edit: Preferably in github so people can contribute easier.
  23. These are my thoughts exactly. The goal we are all looking for is "How do we make it easier to make games/apps for the Lynx?". Some options are: - "Lynx BASIC" (a playform like Batari Basic or Calamari's 5200Basic) - "Lynx IDE" - an "all in one" IDE like the Pico8 style (sprite editor, sound/music editor, code editor, emulator, serial uploader) - this is just a dream. - Existing tools, but make them more integrated. As you say, a lot of new tools have been written in the last few yeas by Karri, Sage, LX.net, Ninjabba, TailChao and others. Their efforts are much appreciated. But the working dev environment and workflow are still pretty clunky, and not conducive to a creative process. I'm a "hack whatever we have in the simplest way possible to create a game" type of guy. So a Lynx new CC65 C library would have: - Video functions - Init video (set up buffers and collision buffer) - Sprite start (Suzy go) - Sprite draw busy? - Draw line, circle, arc, rectangle - Draw text - Check collisions - SwapBuffers (with or without vsync) - Audio functions - Init audio - Reset audio - Start sound on channel n with frequency f - Play MIDI note number - Predefined "instruments" (with shift bits, feedback bits and vol/pitch envelope) - Other - Load data from cartridge ROM - Write/read to EEPROM - Serial functions ...and other functions which are sure to exist in the BLL / ASM libraries but not in any C lib as far as I know. Purpose is to abstract out the low-level complexity (where possible). Also to have smallest overhead. Maybe also add things like a "simple sprite engine" which could manage an array of sprites in a more user-friendly way.
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