Saint (Swiety)
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thank you to everyone who voted for Adoom, thanks to you he took 3rd place in the Atari Homebrew Awards
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maybe single code - $EA - NOP opcode for 6502 emulation ??
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now i see the problem , i made mistake - when selecting i save current weapon before checking if weapon is available. Problem is fixed. Moving around map works fine for me , directions work as they should. Menu wok correctly - when press esc, only menu is displayed but music still played from the level. Check this updated version !testdisk.atr
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New version of doom - fastest drawing sprites, walls and change jamb textures to correct key color !testdisk.atr
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Silly Venture 2023 SE entries...
Saint (Swiety) replied to CharlieChaplin's topic in Atari 8-Bit Computers
Copy from another post: Adoom Changes : - all screen in gr 10 mode - use 9 colors - all sprites like enemies, items is converted from doom's wad - new drawing procedures in graphics mode - use Fox dos for loading levels ( this save a lot of memory ex for better textures) What is to do: - viewfinder or weapon on screen - transparent enemies and alpha channel - faster sprite drawing Have fun Święty Adoom.atr- 33 replies
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Look at newest version of doom for silly venture : Changes : - all screen in gr 10 mode - use 9 colors - all sprites like enemies, items is converted from doom's wad - new drawing procedures in graphics mode - use Fox dos for loading levels ( this save a lot of memory ex for better textures) What is to do: - viewfinder or weapon on screen - transparent enemies and alpha channel - faster sprite drawing Have fun Święty Adoom.atr
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I append a new version of vicdoom engine, beta version for test. What new: - faster and better texture mapping - use finetune tables for better texturing - faster map drawing and scrolling - change face color at low health - i added checking the closing of the door , when the imp bites and poss shoots, in 90% there should be no effect that despite closing door we still lose live - some bug fixed at calculation walls altfine9.xex
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RMT2LZSS: convert RMT tunes to LZSS for fast playback!
Saint (Swiety) replied to rensoup's topic in Atari 8-Bit Computers
Would it be possible to set the mode to force compression of all channels at once as an option? Without setting channel stream skip bits ? In the case of a player, e.g. for a demo, it would allow you to disable checking whether a given channel should play or not, especially since hardly any song in the demo uses all channels at the same time -
Silly Venture 2022 (Winter Edition)
Saint (Swiety) replied to MrFish's topic in Atari 8-Bit Computers
Statue working at standard 64k machine at attachment Its possible , but ENV map is 4 x smaller What would you like to know about ENV part ? !statue64k.xex -
@CharlieChaplin I think you must ask Solo , because he making all demo from pieces of code and data
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the fact that the objects are scaled in the same way as the walls, so there are known problems, ultimately I will want to be able to scale freely and correct in relation to the Y axis
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An interesting concept, I will have to check how it will look in practice, now I have an 80x56 screen so it will have to be done at the expense of a few lines.
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The engine is also a raycaster and not, in the sense that it projects projection lines, but in a space made of 2D lines, set at any angle - here it is a bit simplified by the engine itself, but I suspect that this math is the diet of Carmack itself.
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Emkay - i wanted to connect Vicdoom engine with demo Maze engine with speedup rendering procedures from the begining . I teased you little while making next version of Vicdoom on character set. I hope you like the effect
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Emkay, before you write anything, check the technical issues regarding the VIC20 and its layout - how many characters does it display in a line - 22 characters, quote from Wikipedia "At startup the screen shows 176 × 184 pixels, with a fixed-color border to the edges of the screen. Since a PAL or NTSC screen has a 4: 3 width-to-height ratio, each VIC pixel is much wider than it is high. The screen normally shows 22 columns and 23 rows of 8-by-8-pixel characters " Atari displays 40 characters, so the width of the window is 2x smaller