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Heaven/TQA

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Posts posted by Heaven/TQA


  1. Hi... i've just got the Namco museum vol.1 with galaxian, galaga, pole position, dig dug, ms pac man...

     

    get it from ebay! it is cool...

     

    what do you think: is this an emulation or is all recoded? the emulation seems 99% perfect (inkl. sound..."prepare to qualitfy...")

     

    hve


  2. dlistv = 560

    hscrol = $d404

    vblv = 548

    nmien = $d40e

     

    org $0600

     

    init lda #15

    sta shscrol

    lda #dlist

    sta dlistv

    lda #>dlist

    sta dlistv+1

    lda #0

    sta nmien

    lda #vbl

    sta vblv

    lda #>vbl

    sta vblv+1

    lda #$40

    sta nmien

     

    loop jmp loop

     

    vbl jsr scrolling

    jmp $e462

     

    scrolling lda hscrol

    sta $d404

    bne scrollend

    clc

    lda lms

    adc #1

    sta lms

    lda lms+1

    adc #0

    sta lms+1

    lda #16

    sta shscrol

     

    scrollend dec shscrol

    rts

     

    shscrol dfb 0

    dlist dfb $70,$70,$70,$70,$70,$70, $57

    lms dfw text

    dfb $41

    dfw dlist

     

    text dfb " Heaven proudly presents timepilot"

    dfb " "


  3. haven't coded this for 10 years... (honestly!)

    (atari800 version...)

     

    dlistv = 560

    hscrol = $d404

    vblv = 548

    nmien = $d40e

     

    org $0600

     

    init lda #15

    sta shscrol

    lda #dlist

    sta dlistv

    lda #>dlist

    sta dlistv+1

    lda #0

    sta nmien

    lda #vbl

    sta vblv

    lda #>vbl

    sta vblv+1

    lda #$40

    sta nmien

     

    loop jmp loop

     

    vbl jsr scrolling

    jmp $e462

     

    scrolling lda hscrol

    sta $d404

    bne scrollend

    clc

    lda lms

    adc #1

    sta lms

    lda lms+1

    adc #0

    sta lms+1

    lda #16

    sta shscrol

    dec shscrol

    rts

     

    shscrol dfb 0

    dlist dfb $70,$70,$70,$70,$70,$70, $57

    lms dfw text

    dfb $41

    dfw dlist

     

    text dfb " Heaven proudly presents timepilot"

    dfb " "

     

    but i could be completly wrong


  4. i have updated the zip-archive with the "graph.com" utility fox mentioned. it is quite more advanced than the old "logos.com" converter...

     

    check it out...

     

    keys i have figured out

     

    ESC switch to menu, moving via cursor or joystick, start, select, option change colors, 0-3 are colors... the only what i havent figured out is how to paint and set pixels...

     

    http://www.s-direktnet.de/homepages/k_nadj/logos.html

     

    i love converting logos into char...

     

    hve


  5. and get "code genie" for text editing your sources, get XASM, or DASM as cross assemblers, get the "x'-utilities...

     

    some stuff you can find here (technical docs...)

     

    http://www.s-direktnet.de/homepages/k_nadj/main.html

     

    an easy start:

     

    http://www.s-direktnet.de/homepages/k_nadj...dj/abbuc68.html

     

    and search the boardds here for tipps & usefull infos... good luck!

     

    heaven

     

    ps. albert: we should definitly include a FAQ page @ atariage...the same "programming" questions are raising exponential... ;)


  6. well... as being a professional product manager i can give you just one

    answer which is true...

     

    the only people who decide weather it is a good or worth game are the customers who buy our games... simple answer and very obvious but sometimes we publishers think we can push a crap game...but if it is crap...it is...but how many crap games (from programmers or my point of view) are bestsellers. take f.e. myth...or any other casual game (moorhung in germany or the sims...)

     

    there is only one instance... the market...

     

    hve


  7. and btw... you can use decimal numbers in assemler as well...

     

    lda #96 = lda #$60

     

    lda #15 = lda #$0f

    sta 53248 = sta $d000

     

    the only restriction is that all 6502 registers are 8bit numbers so value range just between 0-255

     

    of course mostly not in a monitor which has a single step assembler build in... but this is NOT an assembler... ;)

     

    don't think too complicated when programming 6502... it is just a cpu. just 0 or 1s... the cpu is just doing what you want...

     

     

    thomas...yes...thinking in 0101010101 is the key after a while... ;)

     

    hve

     

    ps. kaz...don't give up too early...1st try to change colors in assembler...and so on...

     

    f.e.

    atari800:

     

    org $0600

    colbk = $d01a

     

    start ldx #0

    loop stx colbk

    inx

    jmp loop

     

    (this was my hello world... ;=))


  8. is it worth to figure around with excel just because of this??? ;) my opinion is not... spend more time on training skills...

     

    f.e. i have always a calculator (offline or online) with me while programming... so you can easily convert values...

     

    $xy dec = x*16+y

     

    $hilo = l*16+o+(h*16+i)*256

     

    and if you use turbobasic xl (as recommend by me in another thread) you can easily use hex values in basic:

     

    5 i=0

    10 while peek(53279)=6:rem checks if START is pressed... could be "<>6" instead

    20 poke $d01a,i

    30 i=i+1

    40 wend

    50 print "finished... Heaven is great programmer... ;=)"

    60 end


  9. i need help in converting the sprite data into suitable format for timepilot...

     

    if someone could help me to cut out the sprites out of the "screenshots" from mame and send the stuff to me as BMP or PCX or PNG would be a great help. you don't have to reduce the gfx to 4 colors...i will do that...

     

    the only restriction is that the sprites must be aligned correct which means on every 4th pixel... 0,4,8,12, etc...

     

    who will help me? so i can spend more time on the gfx engine and game logic...

     

    hve

     

    ps. of course your credits will be included in the game


  10. electra glide???

     

    cool stuff... i can remember it...it was very hard... and it had nice "morphing effect" of the english flag into electra glide logo as far as i can remember...

     

    but the gfx mode was 80x192...the rode was done in mode10...

     

    but i have to double check it...

     

    english software was cool at that time...


  11. well... i code since 1998 on pc and atari800win... never tested on real machine but it works... (never heard complains from my friends at www.abbuc.de)...

     

    the interesting thing is that even on real machine you have color changes... f.e. my fire routines where done in "red" of course... on my 130xe they were "blue"...so i changed that they were "red" on that machine... but when i saw my demo running on other machine at a demo party it appeared "blue"...

     

    but i trust atari800win 3.0 because fox is using this emu heavily so i believe it is 99,9% accurate...and if your colors are not correct...just load another palette....

     

    hve


  12. :?

     

    hmmm....strange questions... well...disassembling (well turning back an assembled file into sourc code...) will loose every "label"-names. why?

     

    because at that time there was no "symbolic" assembling like in visual studio c++. so the debugger gets all informations for variables, labels, etc... as well... i guess turning back a PC exe into source code will give you same results like your atari stuff...why? when building the final code no additonal informations are included in the build. no gamer needs that anyway, right?

     

    maybe that is the clue why you are confused... the disassembler can get some hints where loops, etc. are and puts random label names there like LF047 instead of "Drawscreen". why? because he has no information about "Drawscreen"...

     

    it is like printing a word document out...scan the doc back, run a OCR software, and try to get back the original word document with all images, spaces, tables, etc... this will be not possible to recreate 100%...

     

    hve


  13. everybody of us use pc to develope...

     

    download timepilot.zip from my website and boot turbobasic xl in atari800win...

     

    set h:handler (pc harddisk) to the folder where you unpacked all files of the archive...

     

    type 'LOAD "H:SPRLOAD.TUR"

     

    and type LIST to get the listing... here you can see how i converted with this turbobasic tool BMP file (160x200x4) into antic mode e...

     

    you must be sure that when f.e. using photoshop or paint shop pro that you save the picture in 160x200x4 (4 colors incl. background)

     

    hope this helps more...

     

    there are a lot of other tools around with which you can load & convert pc files into suitable format for atari but i can not remember them right now... most of them are written from demo coders to demo coders...

     

    hve


  14. thanx guys...

     

    next will be the "direction offset" calculation (slope) for each of the 32

    possible directions.

     

    these will be in fixed point format and every object on screen except shots & the player will be added this values every frame relativly to their heading and their speed...

     

    i hope my maths will good enough for that... ;=)

     

    cheers & thanx

     

    hve

     

    ps. yes... there will be bigger clouds. right now it looks like asteroids or like centipede... :D. will be fixed when double buffering is implemented (so...no 5200 version without heavy rethinking and reorganising of the code)


  15. hi guys,

     

    i need your opinion. i have implemented the basic control concepts...it differens as far as i know from the original konami one...

     

    in my version you can control your ship with just left and right direction of the joystick... what do you think? enough? or do you want the original konami controls? (where you have to move the stick like in gyruss...)

     

    http://www.s-direktnet.de/homepages/k_nadj.../timepilot.html

     

    the zip contains time5.atr which has the new controlls...dont get the flickering wrong... it is my "2600 emulation" ;) btw. the clouds are in time5 half size... do you like`'em?


  16. just a small hint:

     

    if you want to read the document files which are on some ATR images or even source files:

     

    under an atari dos you could do this:

     

    c (copy file) filename (f.e. logos.doc), e: (for the editor)

     

    but it is stupid to read the doc on atari emulated screen so why not make a "virtual" printout.

     

    you can config atari800win 3.0 in that way that the atari printer device "p:" will be redirected to f.e. notepad and the characters will be automaticly translated from atascii into pc format...

     

    just for some newbies...

     

    hve

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