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Posts posted by Heaven/TQA
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jetboot....
yes...i know... you are talking in a "professional way"... i should have know that this questions will arrise...
just kidding...
its like talking with my project leaders in development or with my creative agency... 
but why shouldn't homebrew projects not been handled like "real" ones???

hve
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re: jetboot
i will compile a doc for exactly what i need... so everyone could help
re: antic f in numen...
yes & no... we mainly used gtia-modes 9,10,11 for maximum shades and color... so try this in basic:
gr.8
poke 623,$40
then you see that antic f is correct but we switch on the GTIA modes so the 4 bits are used to select the shade/color or color register in the so called "mode9,10 or mode11"...
have a close look in this section on my website
http://www.s-direktnet.de/homepages/k_nadj/main.html
"What are custom-graphic-modes??? (APAC,CIP,XLP,HIP,...)"
and click on HIP.
we improved this custom tricky mode with color enchancement so now we call them TIP - Taquart Interlace Picture Mode...
heaven
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to everyone who want to help me with time pilot gfx...
i just need atari bitmaps of the gfx tiles so i can convert that into the raw format for timepilot... they should be alligned to 0-4-8 pixels so i can cut them very easy :=)
i mean...make a screenshot of the non antialised mame ones...load them into a pc paint software and reduce the palette to 4 colors... save that picture as bmp...so i can load it directly with my turbo basic xl converter...
many many thanks...
hve
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goochman...
type into basic "gr.10" and you get 80x192x9 colors which each you can adress separatly (but beware...708 is the background color! 708-712)
so no trick except of "boosting" up the scanlines to an approx 80x60x9 custom screen via display list... looks better that 1:1 ration ;=)
hve
ps. why is nobody wondering how we made the 160x200x30(!!!) colored hirez gfx... and the best.... used that for realtime effects as well... (knowing that they use 200 DLIs!!!)
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just small stuff... maybe little game on 8bit or gba...no monster project like numen...

what i found impressive in numen is how we finally managed to get really highres multicolor bitmaps and fx on screen...
i am highly interested in my GBA... but 1st i should finish time pilot... but i am busy as well... someone should help me in transfering the gfx of mame screenshots into atari raw format....
hve
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steve.... any interests in doing something together on atari 8bit or GBA?
hve
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what??? our demo numen is online???? oops...i haven't seen the final version... i was in spain...
cool,
heaven/Taquart
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what??? our demo numen is online???? oops...i haven't seen the final version... i was in spain...
cool,
heaven/Taquart
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old version of digdug??? i need it... i have it for GBA...excellent! i just know the 2600 & 5200 version... where can i get the "old" one you mentioned, steve???

btw. spelunker is great, too... but f.e. the david crane's ghostbuster the c64 version is far better... compare the "end boss"...or the player sprites...
steve...it would be nice if you could find some spare time and code (again) on the g'old atari
and btw... not possible to get a screenshot of the last ninja???? pleeeeeassse...hve
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Steve, I love henry's house and "MIRRRRAX FORCE"... but compared to uridium etc... well...

the VIC 20 version of Dig Dug, done by Atarisoft has better & nicer sprites than the atari 8bit version... imho... because they are all multicolor ones... (software based)
and unfortunatly atari has no color ram... which even my 1st computer VIC20 had... so in converting large charmaps from c64 it would help in creating much more colored games on atari...
hve
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www.amazon.com, .co.uk, .de or whatever... ;=)
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agreed steve to a certain point... but if you get notes & other usefull tips from people which made famours games than this helps newbies. we are professionals but when i started to read the book i realised that most ideas and stuff i critized on games were all known... so this book helps a lot... it is not a book like "how to design a game" but it helps to concentrate on the basics... f.e. a game bust be fun...a game must have less fizzling controls, etc... and it is fun to read...like a paperbook...
it is a "mass market commercial" book...not a book when studing computer science...

if you have desined several games for years you don't need this book... but my itention was that for homebrewers it is well reading...and most of them (probably) don't know how many resources are out there... f.e. gamasutra with commercial case studies... nothing is more interesting than the reality...
hve
ps. i have saltzmans book 3 times...
i really like it...i will sell one on ebay after my holiday... -
...check out:
www.gamasutra.com
the book "gamedesign" from marc saltzmann (not technical book, very interesting, many comments from people out of the gamebiz)
and the book "rapid development" from steve mcconnell...very good...and very good reference book for software development... from project & planning point of view but beware...when you are in software biz and "on the other side"...f.e. marketing...
you will understand and learn why things are "probably" going wrong sometimes in your studio...
and why several games & project slipp...hve
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INMHO the limited sprites and the missing color ram made it later difficult and too much cost producing when converting c64 stuff on atari... (remember an old thread here on atariage.com) relativly to the expected sales...
i guess the the 8 24x21x3 (? do not know exacty) sprites of c64 including stretching+3 independend colors for each+individually positioning plus colision detection...made it a lot of easier to came around the 0,9 mhz 6510...
and even with some raster splits you could have more sprites on screen... (terra cresta f.e. )
atari told us or tried to believe...you have 256 colors...but to be very honest... but for what??? mostly unusable in games except for some nice DLI color shades in the background and more freedom in choosing colors for objects BUT... 4 colors in 1 scanline...in the most common gfx modes (not counting mode9 etc...and not counting the background color...)
hve
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yes. i disagree...
wait 2 weeks and you know why... 
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oh...come on... these are from 1996....
the plasma has just 16 colors...or shades... check out Fox's drunken chessboard f.e.
there are many good productions:
search for productions like
shadows (trip6, asskicker)
slight (overmind)
hard (joyride)
bit busters
aids
taquart (of course...
)and many more...
a good start is:
http://www-user.tu-chemnitz.de/~sgl/atari/
you can download most of the stuff from there...
download the menu.atr and the megaimages...
mount menu.atr as diskdrive1
mount megaimages in drive2
boot atari800win... press shift to load the directory from the megaimage...
mostly all new productions (from 1996 onwards) need >=128k so best to run them in atari800win with 320kb (rambo)
cheers, hve
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but would this "standard" mode not be a good solution to get more people into XASM???
of course in standard the special commands like "MVA" & "^3e" etc should work...
any suggestions?
hve
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come on...fox...you haven't told me that for years...
i am console gamer...i never read docs... 
hve
ps. i will look later into numen... it rocks anyway...
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hehehehe...manuel...
the 1st question i raised to fox in 1997 was... why the f... LSR @ instead of LSR??? i guess one reason was backwards compatibility to Quickass on atari 8bit.... but i thought it is now possible to have lsr without the @...
it drives you mad when importing/converting sources from other assemblers...
another wishlist is to have labels in oneline without a command...
f.e.
loop:
lda #00
...
dex
bne loop
there are other small things...but when you are familiar with...it is ok...
hve
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as fox haven't mentioned...with XASM it is now possible to use it in 5200 game console mode...
hve
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i have just downloaded the atari elite demo...
looks quite impressive. has someone compared the speed with the original c64 elite?
ì believe that the drawing can be improved... right now it does not use double buffering. and i guess the clear screen routine is not the best one...
and maybe the draw_line itself could be optimised, f.e. while using scanlines with 256 bytes length instead of standard 40/32 bytes one...
but again...very impressive...
hve
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jet boot: spoke yesterday with fox...(talking about our new demo but not about the debugger thing...but i will today...)
re elite: the link seems to be broken
re dungeon siege... it is my feeling, too that it will bore me before i have it through... the actual character design is not so good as it is in the bioware's products... as i grew up with ultima 3+4 on atari 8bit...little bit too less...

hve
ps. if some of you may interested in generell game programming visit www.gamasutra.com (i love to be there...)
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well... should programming, too... but post E3 stress at work (yeah... christmas season coming...thank god...our ps2 game gods >80% reviews...)

jet boot... i bought neverwinter nights (well.. because of BG2 and Atari...
) and yesterday played 9 hours dungeon siege...which is no role playing game at all...but fun...seems like a 3d diablo2... i love the donkey...did really no body came to this idea before??? 
sorry... back to ML mon.... maybe fox can do some mods on atari800win...
hve

Shadow of the Beast - Web link
in Atari 8-Bit Computers
Posted
finally... the code seems to exist...
what about the last ninja???
hve