-
Content Count
11,578 -
Joined
-
Last visited
-
Days Won
4
Content Type
Profiles
Member Map
Forums
Blogs
Gallery
Calendar
Store
Everything posted by Heaven/TQA
-
well done!!! i always like you 2600 maniacs... looks very activision like... maybe you can add a nice colourfull horizon like in most of the activision games? or this game with the submarines from activision...
-
before i had to switch to taquart's coding standard qasm/xasm i was a poweruser of torsten karworth's markoass XE where you simply assembled long source files just possible with the xtra banks... you could easily switch between the 16k banks each holding max. 16k of source code by CTRL+1,2,3,4... very easy... and the assembler was placed as well in one bank as far as i can remember (i was using a 1088kb xe model...on a 130xe its less banks) so you had nearly full memory...or at least more than in 64k + dos + bibo or mac65 assembler... and the assembler handled all banks as one large source file... it speeded up my coding very well.... carpe diem and all other demos/intros after that were coded with macroass XE (4k,8k,16ktro, abbuc intros,really unreal intro)
-
small update... vidal has sent me a complete level... so expect to have a new build this weekend. if i recieve the boinxx g2f logo from vidol as well...i will make some testing with it and the highscore table... i am not sure at the moment in which direction the highscore table will tend: references: - chamber of shaolin (st,amiga) - a prehistoric tale (st,amiga) - enchanted land (st, amiga) - williams like (joust, defender, etc...) - bounty bob strikes back like... if you have suggestion just let me know... ps. it's interesting how far and relativly quick boinxx grew... compare it with the 1st version...
-
and remember that in the supplied charset all existing 5 level designs could rebuild:
-
so here is a quick tutorial how you can mess little bit with the levels in boinxx and get a fealing for it... it would be great if some of you can design some nice levels which can be filled later with enemies and special fx... 8: open charpad load 'Testlev2.chr' which is the font for all levels load 'testlev2.til' which holds all level tiles now create a map with following dimensions: width 10 (=40 bytes (1 tile=4x4 bytes)) height 100 = 10*100 = 1000 bytes now you can start to build up you levels. you find the tiles you can pick up when you press the tile tab... of course you can design more tiles if you want... (128 max (0-127)) you can save your complete pack as ".ctm" file which contains charset,tileset and level map... how to test your level? well, 1st save your level you want to test with the "save as separates" command in the file menu of charpad... now please just save the .map file or if you have designed new tiles you have to save the tileset as well... now boot boinxx with atari800win and enter the monitor with F8... with the READ command you can load your level into the memory of Boinxx... just enter "READ mylevel.map 9000 03ec" and enter "CONT" to restart where you entered the monitor... have fun... please have in mind that with charpad you just can design the groundfloors of the levels... at the moment you can not enter enemies or special conditions as they will be triggered by manually positioning or with the special tiles with no. 128-255... howto.zip
-
as i marketing guy i am... i have to say in general the main rule is... never thouch or change the logo in a game...so i would prefer to go only for one and not mix all different styles and artists up... what do you think?
-
but better than logos to have should be levels... but still have to write the tutorial for you guys to start...
-
and i have another one: this time from dely:
-
or what do you think of this?
-
no code touched today but some design issues... please read the blogg...
-
hi sack... i saw apocalyptica back in 199x in Karlsruhe, Germany on THE FEST. it was great. but at that time they played metallica tracks only... i love their fade to black version... i have CD1 and CD2 but i don't know their later albums...
-
new beta v6b... small improvements... took me nearly 1 hour to make an .exe file incl. Pov's title screen + main code... it's packed with superpacker so sorry for loading time... i haven't moved the depacker to other position than vram so that's why it looks like a c64 game depacking... and i haven't disabled the colours while depacking... anyway it was just a small test... the game itself will have a loading animation (you can guess which... ) as its now more than 24kb long and still many levels + sprite engine missing... the highscore table will use another neat 2004 trick, the famous '40x40' gr.0 screen... so stay tuned... @ samurai i have just 3 ingame tunes from xray... so still some more MPTs needed... so still waiting... @ goochman i'll describe later this week how to generate & test levels with charpad and atari800win... unfortunatly you have to load the level data manually into boinxx... good that it's just the tile map and not the tileset+charset anymore... @ all unfortunatly i modified the attract mode but it seems that i messed up something as sometimes it just jumps back to the title screen boinxx6b.zip
-
ok... few hours later here is a new beta version: - 2 dummy levels included (watch the attract mode) - attract mode enabled - info-screen now all 5 level gfx set are converted to 1 atari font which is good as the tile set + font can be held in memory and the levels are constructed out of 1 big tile set... so the parralax code etc can be stay the same. still no volanteers regarding level design??? boinxx6a.zip
-
small interim update: i cleaned up the code and changed some bits 'n pieces f.e. the vram is now layed under ROM at $c000 and the vram is now initialised with water tiles instead of zeros. further the score & ball is activated after player pressed start... otherwise it looks odd when the ball is jumping in attract mode without any collision... more later... boinxx5z.zip
-
cybernoid: re: Thanks for that, Heaven! you are welcome. and remember the best of that method is not just having more RAM left or more CPU cycles due to no OS overhead per VBL but you get FULL zeropage for free usage... DLIV is still located at 512 but you can put it where you want... the free zeropage is a good one because when using fast music replay routines like MPT they use a lot of zeropage adresses to be fast. the "prepare stick" routine is a ripp off out of the rom/os code because i realised that when switching off OS my joystick routine wasn't working anymore... i thought that STICK0 is just a copy of the hardware register which it is not... but fortunatly it was just a simple AND #$0f needed.... not much overhead... re: And, Boinxx is looking great BTW! thanks! i am playing it every day. at the moment i am just made some smaller code snippets and researches (like getting my old "please wait" sample or switching the OS off) and test some more fx while i am playing "'the minish cap" on my SP.... nintendo games are really inspiring... the different stati for blocks will be implemented when i have the new collision routine (at the moment based on reading the VRAM instead of the tile map) and the basic scripting in place... we will see.... the scripting is needed for the enemies etc... it will all depeing on the progress of that if i can implement more and more and what kind of tiles. retrofan who did the grafics (you'll find him in the homebrew forum doing 2600 stuff) has drew just small amount of tile set as time was tight and the game never was planned to be so huge... but maybe others might help out here but we have to see... re: rdemming and that's exactly why i never touched really hard my 1040STE in coding wise even i bought devpac assembler or used turbo assembler... i missed my - WSYNC register - fullscreen abilities just by a simple 'move.w #0,559' - softscroll registers - DLIs (not messing with timers etc...) and
-
i have even bought this: http://mitglied.lycos.de/thalionsource/Hip...pel/cdinlay.htm oh... my girlfriend always tells me i am a nerd... i don't know why...
-
the exceptions (TEX) inspired me in many ways... mostly in pushing the hardware as much as you can... never being satisfied... a classic is 'punish your machine' as well and all their games or were they are involved... erik simon (ES) for graphics (ex thalion, ex blue byte, at jowood head of development, strange...i was business wise several times @ jowood who knows who i have met of my idols... hahahaha... ) jochen hippel (mad max) michael bittner and many more... others well known... the carebears (TCB), the lost boys (what are they doing now?), inner circle and other crews... but its interesting...many UK & german crews... or i have forgotten the french... the overlanders, next (phaleon demo!!!) and many which i can't recall at the moment... all of them inspired me in all have have done in coding...
-
Looking for recommendations for programs for an infant
Heaven/TQA replied to belboz's topic in Atari 8-Bit Computers
pac man... really... i can remember that my sister started to play it when she was 3 or 4... -
yup... wings of death... i played it through without cheats on my 1040STE... brilliant 2nd level... i love it... mad max brilliant digi music... or "Wings of death.... hahahahahahhahaha" the intro music blew me away when i connected my 1040ste to my stereo... http://www.cus.org.uk/~alexh/games/wod/wod.html btw. lethal excess is not bad as well... look... gfx from the never finished c64 version... http://www.edv-rudolf.de/lethal-xcess/gall...ery/c64lvl1.htm aarg... boys...that were times...
-
new G2F version + english instructions
Heaven/TQA replied to Heaven/TQA's topic in Atari 8-Bit Computers
+ a lot of 6502 assembler examples... -
? jungle hunt???
-
so... i have now 56k ram left for the game... i managed to switch off the OS and implemented my own interrupt service routine (with help of fox back 2002)... just in case some of you want to do this as well... the $fffe,$ffff is not set correctly but works at the moment... if you are switching to this routine please have in mind that there is no OS anymore so take care regarding shadow registers etc... hidden in your code... switch_off_os_rom sei ;stop interrups mva #0 ^4e ;stop all interrupts mva #$fe ^31 mwa #nmi $fffa mwa #nmi $fffe mva #$c0 ^4e rts ; NMI routine ; ^4f==#$5f if VBLKI ; ^4f==#$9f if DLI nmi bit ^4f bpl sys_vbl ; DLI routine, e.g. ; pha jmp (dliv) ; pla ; rti ; VBL routine, e.g. sys_vbl pha txa:pha tya:pha dec 20 lda $d300 ;prepare joystick and #$0f sta stick0 jsr vbl pla:tay pla:tax pla rti
-
for sure? can't remember if it was DSOTP by ULM... (only... "i sing yeah...ah ah sing yeah... oh baby... a sing yeah") one of my all time fave ST demos with it's great fullscreens.... esp. the intro ("U - L - M") or the brilliant flex scroller... i thought it was sampled from wings of death... or from the lost boys' life's a bitch?
-
ok... just for testing proposes i have taken pov's title screen and included a please wait sample... (don't worry regarding the crash after playing it...) it will be played after you have pressed start... i sampled this one back in 1995/96 from an atari ST game... some of you will recognise it... (or was it from an demo? do not know...) but i'll gonna included this sample in the final game just after the title screen before loading the whole bunch of data... or if the levels are going to be external on disc right before each level is loaded. bxts.zip
-
New xasm compatible assembler MADS in new version
Heaven/TQA posted a topic in Atari 8-Bit Computers
http://g2f.atari8.info/mads/ check it out... seems to have nice additional features and a huge example library with code snippets. unfortunatly the docs are completly in polish... cheers,
