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Everything posted by Heaven/TQA
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the c64 has (like 7800 as well) 256 definable chars (or even 512 if you count the other charset as well)... atari waste 128 with the "5th colour by bit7" trick... i don't know which is better to have 128 more chars (giving more freedom for designers) or the 5th colour... is there any hardware restriction for this?
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or split the file up with superpacker (delete the unwanted segments), as you don't have to pack. i often use superpacker as linker, does it not support XMS? then append the files together with the /a dos command? ok...little bit pain in the a.. but... btw. andreas... it's taquart's flashpack... not tight... ps. source code will be sent tomorrow.
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in Boinxx & Numen demo we are using deflate kind of zip depacker routine. i have quickass source + PC tool for packing. maybe this is interesting for you? (C source code as well)
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in retrogamer there was a comparison about all out run versions and it seems that the ST version was/is the most playable. even the amiga version seems to be worse... but the c64 version is ihmo still unbeleavable worse... the flickering rasters... the "road" animation... but maybe i have to play it little bit further...
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ok... i have checked outrun on c64 and i must say that this low quality game would definitly be possible on atari... it's imho crap like hell... i must had the atari ST version in mind... sorry, emkay.
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analmux' SMB demo is cool but does not proove how you would use it in turbo outrun like game. and didn't analmux not mention that he will not use g2f ingame for the final game? i would prefer to use PM gfx for the background like IK+ or in alternate reality: the city... but maybe i am still wrong... goochman... what do you mean EG is based on PP?
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and please NOT a G2F static picture... a RUNNING proof of concept demo even if its in turbo basic...
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emkay... then make a tech demo in turbo basic... how you would do the road with charmode and pm underlays...
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sack... can you make a better tune than in hard's demo "cool emotion"? coolemot.zip
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Andy...i BOUGHT this game from my pocket money... what a crap game... and btw. the outrun screenmockup looks like gr.7 but uses a lot of colours per scanline... emkay... i am not sure if 800 is fast enough to do an outrun like 3d engine + g2f to be honest... for the road you would need at least every 2nd scanline DLIs and if you want to use the Hscrol feature for the curves then how do you want to compensate that with working in g2f? then... please do not under estimate the damned PM data shifting which is a quite huge overhead... for static pictures ok... or just for horizontal games where you don't have y-movement you could prepare the data but for outrun or lotus esprit challenge... and if not you would need to build the road out of chars? well...
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but this game is absolutly crap...
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just thinking... if the native data is available would it not be possible to do an atari800 port as well?
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re: 3 gr. modes gtia/antic seem to have a bug... when switching in a scanline to gr.9 and then later back to gr.8 (i am not 100% sure about if it's gr.8...) antic/gtia stays in a gr.15-like mode instead of gr.8...
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allas... false... f.e. drol is existing in a "gr.15" (antic e) version as well... and in general charmode is much quicker... with 1 byte you are changing 8x8 pixels on screen...
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gracias allas... sorry for not updating Boinxx at the moment... i got little bit disattracted by PES4, DOA3:Ultimate and WOW (guess what's my nick...)
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mayhem is definitly a piece of art and a nice "consolish arcade" approach... this is exactly kind of style i want to achieve with boinxx as well...
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you need a "real" joystick for KO2... as you need to "hit back" to make nice high shots... we played KO2 for years every saturday... does not matter if the ST version or the amiga version.... there was a nice KO2 100% goal when you played from down to up... right after the middle just shoot a highshot when you are on the middle circle. if done right it goes straight behind the goali... best is it works on ST as well... 1st i was very disappointed of the ST version as the scrolling is just done via raster effects... but it played exactly like the amiga version... and if you really want to get into it...my tip is just play "klitch" not normal as we felt that even on normal the ball physics are not correct... and switch off wind... never played sensible soccer... is it good?
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http://atariarea.krap.pl/PLus/index_us.htm "high quality sound emulation"... this is for you emkay and for me is the "cycle exact emulation"...
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pink: arsenal won 1:0... i wrote the post when it was still 0:0 and they played still the same style like in munich... the 2nd half of the game was much better... and a nice thiery henry goal... a really nice one... and the damned lehmann got his fingers to a brilliant shot from ballack... aaarg... wrath: it looks like sensible soccer... are the sprites already converted or are these the 16bit sprites?
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PES4 - the best soccer game on consoles... Pro Evolution Soccer 4 by Konami...
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Boinxx uses MPT music as well...
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what about Kahn vs Lehmann? isn't it hard for UKs to have a german goal keeper??? in PES4 he is sometimes nearly unbeatable but in real? but arsenal played very weak in munich so there they lost it imho... i think you could count on one hand how often superstar henry got the ball... (i watched (since a long time) "normal" soccer game but i wanted to see the players "life" which i know from PES4... strange... 1st time i looked 1st on the unreal thing and then i got interest in the real thing... strange very strange... but same goes to NfS 2..."tuning") anyway... kick off 2 would be possible --> ST port
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my guess... where is arsenal i know from PES4???
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just thought about the NTSC issue. is there any volunteer who might want to do the NTSC conversion in parallel to the PAL development???
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at the moment it just works on PAL machines as this is my "native" machine... i will 1st finish the PAL and then make the NTSC conversion.
