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Heaven/TQA

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Everything posted by Heaven/TQA

  1. Btw. What is the actual status of the IK+ port project?
  2. He even run out of C64 sprites on IK+ so he took the character based a8 IK as basis for the c64 Ik+
  3. At 4:00 he is talking about how much Atari IK is in IK+ on C64
  4. Swiety... I should ask you by Oswald of Resource... how large is env map, how many bits do you use in the 3d part (8bit,16bit or 32bit?) and readme says "multi env map"... what is that exactly?
  5. How many RAM do you need for the 3d env parts 🙂
  6. Nah. Wrong. I did not bashed anything. That was not my intention. Me likes the demo esp. the 3d parts. Don’t get me wrong here 🙂 That’s why I mentioned the 7800 and the SNES where I use large ROM as well 😉 for speed code and data. sorry if if I was not mentioning it better. Apologies. the old released parts was an idea to support SV and Grey pushed me regarding Arsantica prototype e.g. 🙂
  7. RIP… I remember he once called me 10+ years ago from US regarding a game project as coder…
  8. Haha true… 😉 i am more interested in the 3d env mapped parts… 🙂 well when coding for 7800 or SNES and d-zero I used esp on the SNES the what? 2 mega byte ROM cart… on a 128kb ram machine with VRAM PPU… so same there… 😉
  9. Mare you using NES code as basis? Or do you code it from scratch? or wasn’t there a c64 version?
  10. Well… DEMOnstrating music, art and code… so.. in my terms all good.
  11. Btw. Emkay‘s 2 entries were nice. Esp. The ship on the sea.
  12. Hehe… and me still sticks to max 128kb (130 XE) except on the VBXE…
  13. here are mines: Arsantica 0 - Rough Cut: This was an early version of Arsantica where BeWu had a different music. That was the main reason to "grave digger" it... Voxel 2k16: Arsantica 3 prototype of the Voxel routine with up/down movement. this was the "last old" slow version before we implemented a new "fast" version in Arsantica 3 with banking. Music by Miker Burning the Blitter VBXE: Small demo for the VBXE... the Blitter is doing here the ground work. it processes the "fire buffer" (4 ADDs+div+sub) and the slope calculating for the line drawing. the fire line drawer is done by the CPU. Music by Miker dsr_burn_the_blitter_vbxe_packed.zip dsr_Arsantica0.zip dsr_Arsantica_Voxel_2k16_packed.zip
  14. @C3PU Thanks Oliver for your games... I played a lot all your 80s games esp. type ins in magazines...
  15. yeah. colors better... those BBC colors baeh...
  16. Of course I know how CtF works or RoF… I based my stuff on Antic D square pixels and doesn’t matter if char mode or bitmap mode or if framed with other gfx like RoF. Are we limited to fullscreen bitmap mode in Gr. 7 only? Or in main view?
  17. Rescue on Fractalus btw. And same for Capture the Flag, Caverns of Mars… Asteroids.
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