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Posts posted by Heaven/TQA
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i had just a quick look into system3's international karate... nice tricks there as well and archer used a similar mode
enter monitor
type f 62d2 62da 02
and you will see how the fighters were done in charmode and with nice player/missle overlayers... and nice switches with the background color in that area as well...
you can cheat the player overlayers with "c 3764 1f"
611f contains the charbase
6120 the player-base
hve
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eh? i have the "uk" microprose version of kennedy approach... no headset incl. it came with some kind of dvd packaging and included
flight routes & maps and a disc...
"emergency...8 minutes fuel...novembar 207...cleared for landing....roooggger"
unfortunatly strange to play when you had the accident here in germany few months ago where 2 machines colide...
hve
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....so senso project is delayed... fortunatly i have most of the stuff online... but all data...

same happended with time pilot for 800xl...
hve
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these gfx mixing facilities of the atari computer line was the "core" of my love to atari....
antic, gtia makes it possible...same spirit lives on in the copper-list of the famous amiga computer line...
hve
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i strongly believe that barbarian use definitly hardware sprites... they would be stupid not to do... the gnome, etc... all has kind of "spritisch" look...
hve
ps. ik uses charmode...
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if you give me the source picture i pass it over to fox...
problem could be that the source will be XASM...
hve
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chris, i could try to convert the space harrier screen to TIP??? and try to get a display routine from fox... what do you think?
hve
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the best is the end of the doc... "we tried color hip and haven't succeded..." now i must add...yet...it took 6 years!!! to make the next step... unbelievable...
of course there are now a lot of HIP tools avaible...
hve
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boy...i wrote the HIP doc in 1996... i just started to study marketing... when i had the time to code the whole night... or to say it like bryan adams: "these were days..."

hve
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fox... he is a maniac in that...

some effects are coming via excident like HIP or some C64 stuff and some are explored by clever people knowing the machines perfect...and the video circuits...
hve
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as far as i can remember the movement of the fighters were not so smoth... so it could work on atari with 2 pixel steps...
but there is a polish official game conversion from barbarian...
get it from here...
http://homepages.paradise.net.nz/atari/g.html
hve
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ehm... using antic e instead of f????
hve
HIP, TIP would probably flicker too much because too high contrast between the colors... (0 - black background vs. 15 - white font)
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try to get the displaylist at $x010 boundaries... this helps you with the 4k boundary....
or check where atari basic sets the display list...
gr.8+16:ad=peek(560)+peek(561)*256:end
print ad
so you don't need an overhead... 40*192=7680 bytes screen-ram for a standard highres atari screen...
hve
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i love the 5200basic code...quite compact...and is assembled quite well...
hve
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i think this mode is called "officially" APAC and was invented by the tool "APACVIEW"... if my mems are right...
hve
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well... have a look on the IK+ conversion page... IK on atari rocks!...
(i can not find the webadress right now...)
´sad that archer mclean did just 2 games... pastfinder on atari is also a very good way to do colorfull game (the activision version)...
hve
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as numen demo is done... i will concentrate on the next weeks to get more & more into timepilot again... next steps are
1) shifting
2) sprite table organisation
so the engine gets more independent.
hve
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yeah.... i was suprised that draconus and zybex used "graphics 7" instead of charmode...but they are ok... average shooter etc...
i guess it was easier to convert the c64 original....(haven't seen that one... maybe they do not exist on c64?)
but still quite fast for a "highres" action game...
but i still prefer "dropzone" like approach for shooters...
draconus could be made like "timepilot" etc... as there is no
scrolling envolved. but i believe that they wanted to have
pixel 1:1 ratio...
hve
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and btw... i recommen all c=hacking issues to every atari coder as well... unfortunatly there are a lot of polish docs in several offline & disc magazines but i have no clue...
f.e. Mega Magazine (in english... ), Energy #1 + Energy #2 by Taquart, etc...
hve
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hmmm... cafeman... there are a lot of optimisation needed and of course based on for what you need the stuff and what gfx mode do you use... f.e. in numen we use several gfx modes which of course have implication how the draw routines are done...
please have a search on all c=hacking issues for c64 which cover most of the basics (i have 16 issues...all ascii-plain text)
implementation on 6502 cpus are similar but you can achive a lot of optimasations depending on the machine you use...
http://www.ffd2.com/fridge/chacking/
hve
ps. don't ask me personally how...i know the basics but not how to programm the stuff

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ehm... Jet Boot Jack has done the conversion when he was working for Harlequin in the UK... and it does exist...a prototype on Atari 8bit...
Steve??? seems that this topic is rising up again and again
time toshow it on your website...
hve
ps. search the atari8bit forums for more informations on that... we had a similar discussion weeks ago...
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well... when i entered taquart i've bought a polish dictionary... but it's too hard...so i gave up...
why are polish, russian, etc... not learning english???

so quite no bad PR for a atari demo...

hve

Software sprite encoding
in Programming
Posted
or type
"a 378c lda #$e0
378e nop"
and voila...back to system charset...
hve