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Posts posted by Heaven/TQA
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Well... not sure if music rocks... I love the loading music and joyride Digi intro... but Sandors SID player is not my cup of tea...
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I could peek in pascal source

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But how much is precalced of the anim? 1/8 of a torus and then built by tables?
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Torus....
best fx still not get 100 how its based on a twirl...-
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Sandor you did it? Aah I thought Tamas.... good.
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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.

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...
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Welcome back Master!
Remember... the waves are (still) pounding on the shore....

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Its classic mose9/11 flip per frame.
I recorded it with frame blending.
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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.
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aaah 293... now that explains that it sometimes fuck up and as you mentioned likely fire an DLI.... ok.
thx but stupid...
same like not having a rasterline counter in hardware 
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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...
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How is the speccy pulling that off without double buffer etc???
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Yeah sad that we never got software Turbo Tapes.
But 4 min vs 14min is quite good only by software? Reliable?
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Btw i have the next glitch...
Have you ever had the issue when moving sprites in x by altering the dl that the sprite Gfx go mad at certain position???
Eg 5d xpos all 6 balls ok. Writing 5e all go corrupt???
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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...

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aaaaaaaaaaaaaaaaaaaarg.........

of course true....

missing all those convinient debug options of Altirra

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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
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.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
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@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.
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I tried 5 byte header just for sake and same. Nothing changes on screen. I never had such behavior on the 7800.
And again my question, do I need to construct the Screen that it hits a magic scanline number?
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Is the emulator capable to show custom chip status (registers) for TIA/Maria?
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a video showing that i alter via INC the sprite pos (4 byte header) and nothing moves???
what could be the reason?
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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...
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???
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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.

Another unreleased hard fx found - 256 col Twirl/warp
in Atari 8-Bit Computers
Posted · Edited by Heaven/TQA
here you go....
I guess Sandor does not complain I just zipped the complete folder including all turbo basic and atmas 2 sources plus my MADS version.
my converted version is interactive you can press OPTION and SELECT to rotate and warp.
whirl.zip