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Heaven/TQA

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Everything posted by Heaven/TQA

  1. isnt it 128k and not 320k in the new beta? and the title screen changes... isnt it just the new palette in atari800win?
  2. never thought that anyone will ever review some of my productions... just found this on the 1st issue of atari st disc mag alive: "'Carpe Demo' by Heaven.. This starts with a nice colourful series of title screens first. almost rendered in feel, and a credit to the colourful abilities of the A800. A further title screen. raster bars, and copying information follows. Prodding an assortment of keys likely to provoke further movement brings up the first 'real' action part of the demo, a series of shadebobs, reflected in a blue border 'pool' below. With a fast and furious soundtrack, which I still can't hear, denoted by the screen flashing in time? That would seem to be all though, as a keypress too far, (F5 for soft reset) kicks you right out, instead of loading the next bit. A one-screen wonder, this one would seem to be? '4ktro' by Heaven.. Yes, they like the smaller categories on here too, although on a ZX80, 4K would have been a fully expanded machine's worth. Characters '4096' on screen, which then dissolve fire-like, with its sister letters 'Dentro', then a bunch of plus signs and credits, all meet the same fiery fate! After being told to 'Enjoy', we get the full-screen burn-em-up treatment, which is quite effective, even on the emulator, and probably running a treat on a full-speed machine. Cool, er, hot! Ever so slowly fades away.. Then something altogether more, green? snakes about onscreen, gradually building back up. Then splotches which splatter then fade/dissolve, in yet another variation of the fire/feedback effect. 'Rotate' is next, which is the endpart to the demo, and a rotating scrolltext, made up of large letters consisting of LED-style blobs. Not the most clear way of delivering your message, as you can only see two or three letters at a time! Still, it's the effort that counts! For a 4Ktro, you certainly get your Euro's worth!" never knew that there is a decent atari emulator for the falcon...
  3. Andy, i just found this pics: http://atari.dwb.pl/
  4. guys... i don't speak any polish... maybe miker, tebe, dracon, etc can send some light regarding this sio 2 SD card project... this is exactly what i was searching for... have you seen the other screens? as far as i can recon there are ATRs on the SD card which can be booted...
  5. look what i have found at atariarea: atariarea.histeria.pl http://atari.dwb.pl/DSCN0599.jpg
  6. boinxx is completly written in XASM crossassembler http://xasm.atari.org or you can try MADS assembler for PC...all atari related and specific... http://g2f.atari8.info/ (MADS link is at the bottom...) or infos here: http://strotmann.de/twiki/bin/view/APG/WebHome and for testing i prefer atari800win4.0plus and the debug version with single step etc which is missing in the good monitor of the "non dev" version of the emulator... and on real hardware it's tested with the XASM tools XBOOT and sio2pc and a old 233mhz win98 laptop...
  7. and some assembler infos at www.s-direktnet.de/homepages/k_nadj/main.html and tons of infos here: http://strotmann.de/twiki/bin/view/APG/WebHome
  8. clint... would you be able to create a lable for boinxx??? just looking good on a 5,25...
  9. all my homebrews work... but one glitch: http://www.s-direktnet.de/homepages/k_nadj/a7800.html senso's random routine does not work... its always playing the top base but should choose in attract mode randomly all 4 bases... any ideas why? in MESS and A7800 it works...
  10. just small update... highscore module with vidol's boinxx g2f logo is done... more info at boinxx.blogspot.com (here you find more insight writings...)
  11. cool. just a question as a programmer... is the emulation cycle exact esp. mario & dma? is there a build in monitor? if so... this would be nice as dev system...
  12. huj... what a great suprise... it's playable and has the ik samples! cool stuff... still do not know why it needs 128kb instead of 64k but well... (as the c64 version needs 64k)... i hope the next version does not need 3 years again...
  13. new build 6d: - 3 ingame and 1 title music included - the ingame msx are played back depending on which level is started - reorganisation of code to free up some resources - nearly all 24k RAM under rom is used the msx management system took me 2 hours as music pro tracker is saving the mpt music files in native non reloctable file format so when i moved around the buffer i got silence... it's interesting... never coded any kind of memory management, music depacking, level depacker etc... all kind of gaming related but it's fun... btw. xray did a nice job... please have in mind that the ingame msx tracks are 3 channels only!!! boinxx6d.zip
  14. it's not a bug... it's a feature... no honestly... it will be fixed as soon as the collision engine is changed... at the moment it checks the vram instead of the tilemap... so at the moment it's nearly impossible to check for special tiles... but thanks samurai for reminding me...
  15. new build 6c. improvements: - unzip deflater implemented (thanks to Fox!). now a level needs approx 200-500 bytes instead of 1004 unpacked. - 5 dummy levels incl. (3 done by vidol, 2 dummies by me...) sorry for some gfx glitches but will be fixed... with the depacker now it's much easier to implement more stuff into main memory. boinxx6c.zip
  16. samurai... great music!!! it's interesting that some demo coders switch nowadays to coding games... as TMR said... it's something different than demo coding and it's imho more challenging...
  17. well done, drc! grtx to tebe as well for his great tool... big help in boinxx...
  18. ok... let's see how boinxx fit in here: 1. make it right then make it fast all sub-engines are written to work 1st... see wrapper, level depacker, ball sprite engine, game logic etc... the optimisation starts when i get into trouble in terms of cpu cycles or when the game itself is finished (or parts of it). 2. fail fast for me i never programmed a wrapper and a tile based level depacker... so with the 1st goal that boinxx should fit into 4k i was coding the wrapper, scroll-engine, collision detection 1st as without this the whole game is useless you would agree... as it stands now the next bottle neck will be the (planned) softsprite engine for the enemies or the enemie engine... as i never programmed any kind of A.I. but we will see... 3. top down bottom up boinxx started as 3d trackball like trailblazer for the 24hour competition on the net... the engine worked so far but unfortunatly i lost all the source codes... so when i was sitting in my bath tube i watched the tiles on the floor and thought... ok let's turn it from 3d into 2d and make a "arcadisch" gameboy like game out of it... 4. sound is your secret weapon knowing that sound can enhance or ruin the overall experience i asked several guys who are good in chip sound music & game music to write a nice soundtrack for boinxx (f.e. xray, samurai etc). xray wrote 4 tunes (1x 4 channel one, 3x ingame 3 channel ones to have 1 channel left for sound fx). samurai started to compose a nice RMT... so imho the music in boinxx is not bad compared to a lot even commercial games so for a "free project" well done... at the moment i have no clue how the sound fx will be implemented and who will do that... as the MPT music playback routine used at the moment is not capable of triggering sounds individually on channel 4... jaskier promissed to adapt the MPT player for that... 5. keep sense of humor well... do not know how this affects boinxx... but i was thinking of implementing a kind of story line... 6. make it real i played around 2 weeks with the "bouncing physics" to make it feel right... at the moment it looks good and "feels" right. 7. make it hard yup... vidol is designing some very hard level layouts... at the moment i have 3 from him which you guys haven't seen yet... but i can promisse you they are really weird and hard... so i'll try to keep boinxx challenging... 8. make it easy well... boinxx is purely 6502 code... but lookuptables and the level editor are done in basic or are used from c64 not to spend too much time on stuff which are already on the market and working... 9. make it perfect always an aim from me... that's why i used G2f title screen, g2f game logo, 5 colour ingame, 4 colour pm-gfx, score panel on the screen to keep arcadisch style, usage of extra RAM if available (secret... ), uses all available 56k ram on 64k models, parallax scrolling, bit and pieces here and there which let boinxx shine... kind of "Factor 5" and "turrican" attitude or "Thalion" attidue. 10. break the rules how many people said boinxx is another "jump" clone etc... but i tell them... it will the best... just my 2 cents...
  19. http://www.langston.com/Papers/vidgam.pdf
  20. samurai... or western examples rob hubbard and the other UK musicians...
  21. http://www.langston.com/LFGames/TenTips.html
  22. small update... sorry...haven't been able to play around with the code this weekend... simply because i was playing DoA3 & PES4 on XBL... to be honest...and i am nearly finishing Zelda:Minish cap on my GBA... oh... and i have a girlfriend as welll but i recieved 3 levels in total from vidol! thanks mate!
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