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6502_workshop

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About 6502_workshop

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  1. Thanks for your interest! The "limit one per customer" was a left over from before the 1st production run sold out. I just increased the limit to 3 per customer so feel free to order another. -Mark
  2. Thanks for your support and reaching out so we can help! Nox Archaist has been tested on physical Apple IIgs, IIe, and IIc systems, using CFFA, BOOTi and Floppy Emu cards (Smartport mode). I do not have a GS loaded up with modern cards, like the transwarp, on my test bench. However, many people in our Discord community have systems like this and are able to play Nox Archaist, so I'm confident we can get you up and running. The symptoms you are describing match a known edge case with the Apple IIgs / CFFA configuration and we have a beta release which fixes the issue with the HDV boot. It will likely fix the problem you are seeing on the .PO floppy images as well, however, the Nox Archaist floppy version requires two disk drives, so the CFFA virtual floppy port is not a supported configuration. Please email support at 6502workshop.com and I'll send you the beta. Thanks again for reaching out.
  3. You're welcome! Glad you got up and running. Thanks for sending the pics, fun to see!
  4. Thanks for your support! Before turning on the computer, try putting the Boot disk in drive1 and the overworld disk in drive2. The boot disk is the back side of disk1 if you transferred the images according to the disk and side numbers embedded in the file name.
  5. Thanks for your support, and sharing your story about Richard Garriott, very cool! Yeah, so many moments missed in life with phones before cameras 🙂
  6. Game Website: https://www.noxarchaist.com
  7. Thanks for your interest! Nox Archaist actually comes with a stand-alone application (click & go) which has an emulator under the hood. If you prefer to use your own emulator, here are some of the Apple II emulators we have tested the game on: MicroM8 (Windows & Mac) AppleWin (Windows) Virtual ][ (Mac)
  8. LOL, yeah I can totally appreciate the "can we" vs. "should we" dilemma/debate. I love how you guys deduced the truth of what was really going on in professional 6502 development despite the best practices been taught in the school. -Mark
  9. Good topics! I look forward to discussing them. I'll share one with you here that comes to mind: how do games like Ultima and Nox Archaist get the screen to scroll so quickly? The logic to draw each shape on the screen is pretty straight forward. Store some shape tables, attached to a tile_ID, create an array of tile_IDs representing the map, run a loop to parse the array, and draw the shapes. It can be written in BASIC and it's entirely too slow. It can be written in this straightforward way in assembly language and it's still too slow - screen refresh can been seen. So, it take more than assembly to get the speed necessary (a key lightbulb moment on my journey). The next step is to change the logic. Instead of redrawing each shape on the screen every time the player moves, instead just draw the new shapes that appear (a row or column at the screen edge in the direction of player movement). Then, for the rest of the tiles, shift them over by copying the data in video memory from the current memory addresses to the memory addresses that correlate with a 14 pixel shift onscreen. Much, much faster than drawing everything again. With the video memory copy, it's fast enough to be playable, no screen refresh visible, but it's still sluggish. The final stage is to go to the very bottom loop of the screen scrolling routine, and use self modifying code to shave a few clock cycles off each iteration of the bottom loop. Since memory can contain machine code or data, the code change change values in memory which in effect change the code itself. Doing this in some cases can be eliminate some of the loop overhead, which at the bottom level of a series of nested loops, can really add up to a lot of clock cycles. These techniques were the stages of learning I went through on this topic, some of them in the 80s, some of them in the early prototype phase of the Nox Archaist project. And, it's one of the concepts that I found the most fascinating to unravel.
  10. I did a recorded interview with Spam Spam Spam Humbug (Ultima Dragons podcast), which will get released sometime this week https://ultimacodex.com/category/spam-spam-spam-humbug/ On Tuesday, December 15th (3pm U.S. Central time (GMT -6)) I'll be on the Game Wisdom YouTube channel for a live discussion and Q&A with the chat stream https://youtube.com/c/game-wisdom And on Dec 21st, (1pm U.S. Central time (GMT -6)), I'll be on Matt Chatt for a livestream of Nox Archaist with some discussion https://www.youtube.com/channel/UCE98xefVUXmbvQfe-wNS8oA On The Lost Sectors YouTube channel I'll be doing a standard interview format recorded event, I am not sure when they will post it but probably late December. https://www.youtube.com/channel/UCiPWulZCIyNwPxOmRBK7snw Do you have any contacts with channels/sites that might be interested? It would be fun to do more, I don't get tired of talking about this project 🙂
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