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Heaven/TQA

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Posts posted by Heaven/TQA


  1. A very cool effect, but I'm more interested in what the graphic mode(s). I'm guessing it has to be a software mixed GTIA mode, but the video doesn't show scan-lines or flicker, I'm guessing it was made using Altirra or other emulator, so I don't know how close to the video it would look running on a real machine with CRT or LCD for sure. I guess I'll find out when you release the .xex later. :thumbsup:

     

    I was just thinking how cool it would be to have a game running in this mode similar to Space Harrier or Rescue on Fractalus/Eidolon/Koronis Rift or other types of scaling "3D" graphic engines. Judging strictly by what I see in the video. I am of course referring to background graphics and scrolling/color-shifting fields or fractal/voxel type engines and not player missles or software sprites (unless software sprites could be done that way too)..

    I have a prototype of my voxel engine in 256 col...

    • Like 2

  2.  

    I just found that in the files Tamas send me years ago. I first thought its the Joyride demo Twirl but then I have seen its a unreleased fx.

     

    It was written in Atmas2 assembler format and the gfx and tables were generated in Turbo Basic. So that was the old native coding approach before Tamas went to university and used PC cross assembler and tools...

     

    I will post these days the exe file.

    • Like 21

  3. I am little confused in terms of building screen for the 7800 with DLL. On A8 I can have any height while on 2600 i need to sync properly to the beam.

     

    So question for the 7800 in Maria mode...

     

    do I need to build exactly 238 scanlines in PAL even I might use less scanlines for my purpose?

     

    all examples I have seen seem to pad with DLL entries to blank lines til they reach 238? I am wrong or how does Maria know when the DLL is done?

     

    assume e.g. 1 screen with a text say "PLAYER 1 START" in middle of screen... do I waste empty DLLs below that text line?

     

    when reading through the 7800basic manual it also has different heights as options...


  4. It has been 35 years since I wrote that code, so I can't recall many details. The basic idea was something called "Galilean relativity": the idea that what you know at one location depends upon slow-moving information. That was the key issue in the Spanish response to the various Inca revolts: on the mountain trails, news travelled at the speed of a runner. The little sparkly things that traverse the roads are meant to demonstrate that. By the way, I was rather proud of the algorithm used to control that animation.

    You're right that the combat algorithms were never completed. Such algorithms are pretty straightforward to build, so I put them off until the end, because they are easily adjusted to balance the game.

    Skimming through the code was fun; assembler code is so different.

     

    If somebody does plunge into this, I'll try to answer questions about it.

    Wow.... yesterday I watched Carol Shawns icon award on YouTube and I watched old 80s Canadian computer tv show with you explaining stuff (it was the show about games) and in background you were demonstrating eastern front on an Atari 800. Then I found in the attic my 2600 and found as well German edition of De Re Atari... :)


  5.  

    amigaballdll
    .byte $0f,>bitmap_blank,<bitmap_blank ;16
      .byte $0f,>bitmap_blank,<bitmap_blank ;4
    .rept 3 ; 3*64 = 192
    .byte $0f,>amigaball_dl0,<amigaball_dl0 
    .byte $0f,>amigaball_dl1,<amigaball_dl1
    .byte $0f,>amigaball_dl2,<amigaball_dl2
    .byte $0f,>amigaball_dl3,<amigaball_dl3
     
    .endr
    .byte $8f,>bitmap_blank,<bitmap_blank ;16
    .byte $0f,>bitmap_blank,<bitmap_blank ;16
    .byte $0f,>bitmap_blank,<bitmap_blank ;16
    .byte $0f,>bitmap_blank,<bitmap_blank ;16
     
    .byte 0,0
     
    amigaball_dl0
    .byte <(amigaballsprites+15*256),$40,>(amigaballsprites+15*256),$00+(32-,$28
    .byte <(amigaballsprites+15*256),$00+(32-,>(amigaballsprites+15*256),$60
    .byte 0,0
    amigaball_dl1
    .byte <(amigaballsprites),$00+(32-,>(amigaballsprites),$28
    .byte <(amigaballsprites),$00+(32-,>(amigaballsprites),$60 
    .byte 0,0
    amigaball_dl2
    .byte <(amigaballsprites+32+15*256),$00+(32-,>(amigaballsprites+32+15*256),$28
    .byte <(amigaballsprites+32+15*256),$00+(32-,>(amigaballsprites+32+15*256),$60
    .byte 0,0
    amigaball_dl3
    .byte <(amigaballsprites+32),$00+(32-,>(amigaballsprites+32),$28
    .byte <(amigaballsprites+32),$00+(32-,>(amigaballsprites+32),$60
    .byte 0,0
    

  6.  

    .proc do_amigaball
    lda #0
    sta endpart_flag
    ; lda #1 ;bank #1
    ; sta $8000 
    jsr WaitVBLANK
    jsr musicplayer
    ldx #$00
    CopyLoop:
    lda amigaballdll,x
    sta $2300,x
    inx
    bne CopyLoop
     
    jsr WaitVBLANK
    lda #$60
    sta CTRL
     
    lda #<$2300 ;amigaballdll
    sta dppl
    lda #>$2300 ;amigaballdll
    sta dpph
    lda #<dli5
    sta dliv
    lda #>dli5
    sta dliv+1
     
    jsr WaitVBLANK
    lda #$34
    sta p0c1
    lda #$3a
    sta p0c2
    lda #$0f
    sta p0c3
    lda #$40
    sta ctrl
     
    testloop
    jsr WaitVBLANK
    inc $2338+4
     
    jmp testloop
     
    dli5 
    pha
    txa
    pha
    tya
    pha
     
    lda #15
    sta backgrnd
    jsr musicplayer
     
    sta backgrnd
     
    lda #$40
    sta ctrl
     
    inc framecounter
    bne @+
    inc framecounter+1
    @
    pla
    tay
    pla
    tax
    pla
    rti
    .endp
    

  7. @Mord

     

    there should at least something happening on screen (sprites are 4 zones a 16 scanlines). update tried per CPU loop, per VBL etc... nothing happening. the music, color etc is changing just to see if something is crashed.

     

    even writing to gfx data adress in the DL nothing changes??? wtf... but maria seems to read the DLL and DLs otherwise I would not see those balls.


  8. Right now I am coding for standard 128k...

     

    Some of you are aware of my a8 stuff and latest stuff was released on a 8mbit cart and where I discovered the beauty of bank switching without loading from media.

     

    Now on my 7800 stuff in dev at the moment...

     

    The crippled 4K ram (actually 2k+fragmented 2k) sucks... no room for anything ;) so no packing etc possible. So I can not lz4 graphics etc and depacking to screen etc.

     

    But well... thats what we love... :D working with limits....

     

    Maria DLL is just needs some end list flag... like Miner did.

     

    And yes... always wondered that there is no Raster line counter in Maria???


  9. Since days I have strange happening with Maria like INCing xpos of sprites but nothing happen on screen?

     

    Double checked with monitor and memory shows that the dL entry byte 4 is increasing but on screen nothing happens?

     

    Wtf.... yes dll is in ram at 2300 ff.

     

    So question...

     

    Can Maria hang? DLI are fired as color changes and music plays...

     

    Why does music fucks up when my dll is too short? Do I have to set for 288 scanlines minimum so maria works correct?

     

    I can not share code this time publicly.

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