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Heaven/TQA

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Everything posted by Heaven/TQA

  1. @NRV Thanks... now you do wolfenstein in 64k and for Galaga we need 1MB hahaha.... lovely missing VIC2 sprite hardware...
  2. Wow.... really UK Atari users existink except Wartchchild, Jetbook Jack, Tezz, ...
  3. Galaga is one of my all time faves... and damned your proof of concepts i simply had some rounds to go... I like both (except speed must be higher)... but I tested PAL maybe that's the reason... small and big are ok. small can be some different game . shit... I get addicted already so core is right then
  4. Very old? 2008 feels like yesterday compared to 80s
  5. that BBC version is a pretty good start... with some A8 magic we might get it to fly? (no slow downs etc)
  6. Bitmap mode should not slow down the engine in general. See Time Pilot, zone Ranger, Gremlins. The Slowdown Pete was wondering is due to the fact he used 4x6 chars which use Vscrol trickery to reduce height which leads not only having a lot DLIs on screen with cycle precise writings to d405 plus he had more chars on screen which produces more bad lines means char matrix fetches DMA lost to Antic. Profiler should look at it.
  7. Even TIA can reproduce the arcade sound... One of the most played arcade games of me... I love Galaga and played it on most consoles I have at home starting with Namco museum on GBA and even like the 7800 version... Ridge Racer on PSX had Galaga (or Galaxian) as loader game...
  8. Jay Miner etc (I know he is RIP) dont own patents? So they are outdated?
  9. unfinished stuff if you dont blame the guys doing that... might lead to inspiration and "proof of concept" maybe. so we are in a (not so free as it should be) world so if you want to release unfinished stuff do it... if you are doing it for your personal joy... do it... who cares in the end except yourself what you are doing...
  10. I dedicated 90% of CPU for Voxel rendering, Voxel Ball rendering, Wolfenstein Raycasting and fractal island (ok that uses RMT so slightly more CPU time for music used as Triace uses SID voice). Axis rotating plane and the shade vectors in the hidden part use as much CPU they can get. Sure you can better sounds by using more CPU dedicated to music player but thats why you rather not find double or tripple speed played music in my demos... Look Vedder as an example made 2 music tracks for the VBXE demos... he is coming from Amiga and used RMT for first time.... should I put him down because he uses out of the box instrument sets? No... Same with Alien or Bokanoid or others doing gfx for me... all of them have broad range of knowledge on different platforms. (Dont try to mess with Alien/Titan). They never will come up with G2f stunning pics because the tools mainly g2f and the learning curve is too steep.... now should I blame them? Nah... look what nice work they have done for Arsantica series or Elements or Gnork.
  11. Ok... another morning and again me: People were impressed by the fast "3D" projection of the Atari, but they don't get interested to program the Atari, because they have to listen to the "today's development" of POKEY sound. Terms like "POKEY Desaster" don't come from my direction. It's just when particular Arsantica 3 runs on the screen, the graphics were "wow", but the music hits the eardrums like a slap in the face, they surely do not feel well. Well... Arsantica 3 uses single POKEY as it was aimed for Stock Atari (as fun project). Miker and Triace composes the music. Miker using MPT and Triace RMT. Both musicians and I personally dont let something on the music. On each song I can tell you why it was done in that way wether its because RAM constrains or not or simple deadline time issue for composing. We can complain hours and hours and debating about POKEY but it is like it is.... POKEY is not like SID or PAULA. Same would be TIA or VIC1 are not SID.
  12. You can see it backed by people like Heaven, using VBXE for doing that "C64" stuff. It means in other words: "we need special upgrades" ... which is another sentence with the meaning of "the stock Atari cannot do it". Nah... I am using VBXE because its fun and leads to faster results not coding weeks for sprite routines and i was referring to Beyond Evil mainly. And if you mean that stock Atari can not do 256 color sprites in 320x240 then yes... you are right in terms of VBXE.
  13. Gorgh... yes but ppl should do what they want and do not get down by ppl complaining why they have done it not in another way....
  14. TMR the guy is 20 something so as far as I remember 20 years younger than me.... he appreciates my C64 stuff (unreleased) and our C64 guys preparing stuff for upcoming X 2018 i nearly can follow anything they are chatting on Slack hahaaha... the guy is already deeper into C64 than me and asks me for advice??? They do really old school stuff (so not like 3D shit) but all those VIC2 tricks and I just follow mouth open haha... as I said... sad that A8 does not attract the broad audience... I guess even in Europe new blood thinks of Atari for 2600... and ST.
  15. btw. we have a new member in Desire and he started this year coding c64... (and learing assembler!) http://www.pouet.net/prod.php?which=78159 so... there is fresh blood... but he is already doing stuff like FLD, open border etc... ($d011 triggering).... so... it is like TMR said... new releases attrac new ppl... sad that he used c64 as choosen platform but he wasn't aware of the A8...
  16. Andreas...can you include your how to into a readme and include in your pack?
  17. And as Solo said parallax is not magic if you reserve chars for that layers you have enough for sprites.... Flimbo is simple... (love simple same as easy ) just cycling through 4 fonts and voila parallax. Easy.
  18. I guess Popmilo does know his business.... Remember Menace? That has sprites and parallax.
  19. Need to setup Altirra properly. I hope I can rely on it regarding all those special hardware
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