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Heaven/TQA

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Everything posted by Heaven/TQA

  1. could it be (i am not a mac/65 user...) that envision is saving the file in atarscii mode so you have to type "ENTER#FILENAME" instead of "LOAD"??? similar to basic? but i can remember such stuff...
  2. just bet on a vic-20 on ebay + 16k cart... as far as i know i can connect my 1581 floppy from c64 as well???
  3. thank god for VIC variable screen sizes... does it include 4mat msx?
  4. so it's time to reactivate my vic-20... but i should not be disattracted from finishing boinxx... but i love 4mat's stuff for the vic...
  5. ... that even on official b2b-sites this was published... good PR... http://www.gamesindustry.biz/press_release.php?aid=9940
  6. TMR...quite very oldschool games mentioned... gunstar...i thought HL wasn't released as DC version? wasn't it canned? or just the PAL version?
  7. pink, it's far more simple... even scanlines = gr.9 odd scanlines = gr.11 so...16 colours (gr.11)*16 shades = 256 colours...without interlacing esp. on PAL machines your eye can not distingish between these 2 scanlines and will mix it up...
  8. again...star raiders... to be honest...sad that there is no star master port on 800... i played activision's clone till death on my 2600...
  9. foebane... +/-, e engines on/off... o open door, m mothership, r change range of radar? am i right? i felt off my seat when 1st jaggi broke my front... btw...i have a gif animation of a jaggie knocking on window as background on my samsung sgh-500 cell phone...
  10. can have a try with the song 2d.sap in my archive? how are these sounds made? and are they possible to reproduce in RMT?
  11. The sound in "Fractalus" is well-integrated into the game and seems carefully crafted. Was good sound a priority for the development team? Being a part of the same company that produced Star Wars, we were very aware of the importance sound played in an experience and Charlie spent a lot of time getting the sound effects right. This was also one of the first games that used sound for things that happened off-screen. An important part of the game was listening carefully for the pilot's knock on the airlock door and, if you inadvertently let a Jaggi into the ship, you'd hear him tearing it apart behind you. The effect was so good that I heard people swear that their favorite part was when the Jaggi would grab you from behind--even though this never happened! nothing more to add....
  12. my 1st compilation... i renamed the files simply it should bring you back some memories... i have included SAP player for all who don't know how to run SAP files...just simply drag & drop the .saps into the player... have fun... songs.zip
  13. who ever tried to code a game know how difficult it is to play digi's + game engine + DLIs on an antic 4 screen like alley cat...but i could be wrong... but we will look into the code...
  14. schmutz... alley cat has really nice "real sounding"... the cat's Miau or the sound of the trash can or the wow wow of the dogs... well... which ones do you think are digitised and which are FM sounds?
  15. yup. alley cat rules... played it last weekend for hours...
  16. best music game: rescue on fractalus runner up: warhawk best SFX: starting engines in rescue on fractalus runner up: "ghoooostbusters...hahahahahahha" best demo music: all music by greg & xray & all my polish friends...
  17. it seems that Star Raiders was one of the killer apps??? everybody i know who had an atari had that cart... my one were donkey kong & joust and Spelunker (i had a copy on disc number 4... on the otherside was ghostbusters)...
  18. .asx = atari xasm source code file --> any text editor .sap = sap player needed... it's just music file... more infos here: http://grayscale.scene.pl/en_index.php
  19. it might be that i have posted this somewhere sometime ago in the programming forum but it seems that the 2600 guys are looking into the forum there but not the 800 guys... so here it is... i posted 2 small intros which use imho a nice trick to support additional ram banks in a single loaded exe file... how? i run a memory test, set a flag and while loading i put code/gfx into the additional banks if available...if not it doesnt matter as the additional code will be overwritten by the "last block" at $4000... where the xtra xe banks are banked in... but not much logic included... just simple several file segments loaded to $4000...there are small piece of code run after each $4000 segment which would switch the additional banks by writing into portb... so not rocket science... so f.e. title intro #52 is using the complete $4000 for the unrolled texture mapping tunnel which is not visible in 64kmode... same goes for intro#55 where additional tables and textures are stored there... (btw. the moving tunnel is calculated via lookup tables in realtime so that's why it could be moved around... the method was tought me back in '97 by coder of the c64 crew plush as this "mapping" method seems more common there as you haven't kind of nice mode9 there...) and in another forum there was the story about the vscrol cache... in the archive there is a mode10 small demo using the vscroll for distorting the picture... have a look...and this is done in realtime... (with some bugs...) and wasn't tested on real machine yet... just my 2 cents... all PAL only... and to 1st time to the public i am posting a .sap done by tatqoo (welll...i forced him...) but its unfinished... but i like it...don't read the credits...just listen and tell me where it is from... TITEL55B.zip secondpart.zip
  20. but make trackball optional... how many have a tb at home???
  21. no. it's Jaskier's & Fox' Atari Brain product incl. all Numen experiences....
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