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Posts posted by Heaven/TQA
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jetboot... thanx for the sites... nice memories... go to the http://www.atari8bit-software.de/index_e.htm
i found my lost children
check the demos out and have a look at abbuc - title demo #44,46,47,50,51,53 are done by me...
but #44 i havent remembered since i saw the screenshot with the "heaven" in there... oh my god...

hve
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there is a tool called "logoz.com" or "logos.com". i have it here on an atari cdr.
with this tool it is possible to convert a antic e bitmap into several fonts including the vram so you can save that into your game. good example for that is ace of aces from accolade which use this method.
i will post it when i find it later today.
think about it... antic e has 7680 bytes. even if you convert it to fonts it still is less,
f.e. 4 fonts used = 4096 + 960 bytes for the screen-ram. of course you have to set the DLI to change the fonts on the fly...
ok. it was mainly designed for demo group logos...

hve
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fox, i love your stats:
"Fox, Atari Newbie"

hve
ps. when do we see an official vector demo "outside" the Taquart members???
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division can be supstituted with a multiply by 1/x
1 / 2 = 1*1/2

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my girlfriend would tell me if i would tell her the content of this thread: karolj, you are completly mad... really... :wink: but on one side...this is exciting thread because it has something to do with atari, youth, games & entertainment... i doubt that this similar thread would come up talking about Atari Writer cart & disc version...

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how fascinating 6502 source code can be in year 2002... like egypt hyroglyphs...or japanese characters...or binary values... 
hve
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think about it... you are spending hours time of how to make 7 byte multiplying instead of 6502 friendly 8 byte multiplay...i don't actually know how much bytes you really save with this but you are right that you definitly waste it with more overhead...
if you don't need a FAST "7" multiplayer stick to a "standard 6502" multiply routine... Fox' method (well...it is standard maths so not fox has invented this method...
) works well for FAST near realtime calculations which you need for 3d stuff on 8bit computers...or you make lookup tables...
but for a hack i would prefer a "simple" working version for your hack...no "general" method...
lookup=i*7 instead????
hve
ps. argentina gone! cool... germany will definitly win worldcup 2002!!!

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fifaworldcup rocks!
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:wink: this trick is a little bit far beyound 6502 newbies...i never understood this method (my math skills are poor) but this works perfect and is one of the fastes methods to do multiplying... check also
c=hacking (search google...) oops...its an atari board...

hve
ps. germany : cameroon 1:0 playing 10 against 11...fingers crossed...
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foxy...sometimes XASM does strange things... ;=) i love your cryptic "workarounds"...

c ya, fox
hve
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foxy...sometimes XASM does strange things... ;=) i love your cryptic "workarounds"...

c ya, fox
hve
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Fox?
hve
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XASM does not know the obcode DB or DCB or .BYTE and this is the major difficulty at the beginning when working with XASM as a newbie
read the online help of XASM carefully and look at the section where the .DTA b command is described...
another crucial instruction is LSR @. no other assembler needs the @ for an LSR, ROR, etc... just XASM... so take care not to forget the @
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and for all 8bit computer users... get the 5200port...called "centipede5200" done by "glen - the 5200 man"
it is 1:1 the 5200 version, except maybe the controls but same good as the 5200 one... (of course... its 99,9% the same code base)
hve
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excellent story & news... i love it...
where can i get into this "digital press" source?
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steve, like in gamebiz...
build the hype via screenshots + PR...
hve
ps. how was e3?
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Hola and cze Fox!
welcome to Atariage.com... no i was not aware of cc65...
a warm welcome anyway... cool to have you here on board...i hope you will participate a little bit knowing that you have not much time...
hve
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no...1 demo plus screenshots is enough...
hve
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sheddy, i know what you mean but the clouds right now are standing for sprites in general. most of the timepilot sprites have at least the size of the clouds...
the engine runs out of cycle time per frame... how many sprites can you draw in space harrier?
remember...i have no double buffering...maybe it must be done more clever, f.e. draw 50% sprites in frame 1, wait for refresh, draw rest 50% in frame 2 to minimze flickering...
hve
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cool stuff... you are my aim in getting a professional conversion! keep on doing!
rocks still from version to version...
well...preshifting on disc is no good solution when you just have 130kb...
but why not using megaimages (1 meg)??? ok...will not work anymore on real machine... except via sio2pc...
hve
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the sprites are definitly too big...
try to open 2 emulator sessions one with timepilot version 4 and one with zoneranger. zoneranger most sprites are 8x8 or 12x16 ones... timepilot are at least 16x16 and go up to 32x16 and 48x32...
far too big for atari... so i try to squeeze all sprites to 50% x-size and 100% y size...maybe they look still ok...
the sprite engine likes more to draw vertical than horizontal...
hve
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senso will be finished this year...
(core engine works...just needs to be finished... baeh... this is the worst part of a project... ;=))
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as you may have seen...
core engine works... next step will be to implement smooth positioning in the engine...further then different cloud shapes & lookup tables to be more flexible.
hve (tired)
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core sprite engine implemented...
download the zip archive now... it contains time4.atr which moves around 8 clouds. they just move in 4 pixel steps but the core engine works... i just have to pre shift the sprites than they will move smooth...
check it out...
i don't work with double buffering so i have really be carefull when drawing/erasing the sprites... otherwise you don't see anything and you search 2 hours for a non existing bug except the wait_vbl statement was not on the correct position...
hve
ps. excellent...1:30pm...i have to stand up in 5 hours...

music utilities with Atari800 win utility
in Atari 8-Bit Computers
Posted
1st... get atari800win 3.0
both work as well in 130xe mode...try this.
theta music composer must be loaded via an atari dos.
my works perfect with atiar800win... keyboard as well...
check out
http://www.s-direktnet.de/homepages/k_nadj/main.html
and scroll down to the download section...there you can find
theta examples...
cheers, hve