-
Content Count
181 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Member Map
Forums
Blogs
Gallery
Calendar
Store
Everything posted by 8bit-Dude
-
Popmilo, for the game I am developping I need to show a multicolor map in 160x192 (MGM ok), with 4 Players on top. However, the MGM mode seems to hack into the PM code, which means they are not available for player drawing. Is there any way round this?
-
I have a further question: is it possible to display 4 multicolor sprites at different X locations? (each having a different pair of colours) From what I gather, the system shown here can only display from than 2 multicolor sprites only if they are aligned vertically, and use the same pair of colours.
-
Thanks a lot irgwend! To animate the player, should I just copy a different frame n, i.e: memcpy(PMGBase+1280+ypos, P1DATA[n], HEIGHT); The player system is a little strange to me, I am used to C64 sprites in which animation is achieved by changing a registry telling the VIC2 which section of memory to use. On Atari it seems that we need to reset and copy a shunk of memory each time the player moves or animates, right?
-
Hey Moon, I have just come across your website, GJ mate! I have seen that your prog outputs the data as listings for C/ASM. Could you kindly share some sample code of how to use this data in CC65? I have searched a lot, but cannot find any example anywhere... Cheers, Tony
-
Thanks mate! That's deep reading though, gonna take me a while to get my head round this.
-
I should mention: your xex file works correctly in Altirra, but not on my actual 130XE. It produces a garbled screen and high pitch sound.
-
Hey Guys, In Atari Gaphics Studio, there is a cool video mode called MCP+ (see attached xex). I can export MCP+ images from AGS as xex files, and they run superb on my actual 130XE. However, I cannot find the ASM code anywhere (and AGS refuses to export ASM code for that format). Would anyone know where I can find this (lost) ASM code? MCPP.zip
-
I managed to sort out that one, I just needed to make a DOS ATR file!
-
Dear Sanny, I suspected something like that, but I am not familiar with the ATARI registry. The NMI vector is linked to the VBI_Handler, is there a way I can relocate this Handler somewhere else? P.S: Attached is my latest version of the code. Atari-MGM.zip
-
Just checked now, and I have the same problem with MGM: the interlace kills the CC65 interrupts (see attached). Any help would be greatly welcome! And Oh... I have another question: do you have a few lines of assembly to exit MGM and returns to character mode? Atari-MGM.zip
-
Great Stuff Popmilo!!! I really look forward to getting that Python script, source will be great! By the way, I have been experimenting with CIN graphics previously, and encountered an issue with interrupts. (http://atariage.com/forums/topic/270603-problems-with-cin-graphics-in-cc65/?p=3859751) Let me explain the background: I made a racing game for C64 in CC65, and now I am porting to Atari. However, when using interlaced GFX modes, setting up the interlace interrupts kill the CC65 interrupts (like keyboard, timers...). Would you know how I can keep the CC65 interrupts running??
-
Hey guyz, I want to use fopen() in cc65, to read some game related data. I used mkatr.exe to create a bootable ATR, containing only my prog and data file. However, I cannot seem open the file (I tried both upper and lower case filename). fopen("myfile.dat") always return 0. Does anyone know if a specific ATR format (SpartaDOS...) is required for fopen() to work? Cheers, Tony
-
I have done some more reading, and I am starting to understand. CC65 sets up some interrupts for the Keyboard and Timer. Does anyone know how I can keep the CC65 interrupts running whilst setting up the CIN interrupt?
-
From what I gather, Atari Graphics Studio can load MCP+ images, and export as xex files. But the export as ASM file function is not working... :-(
-
Hey PopMilo, very interesting demo! I know it's an old thread, but did you make the edit tools and asm code available for this mode? Cheers, Tony
-
Update: I modified the ASM code and declared procedures to Start/Stop the CIN graphics (MADS says they are located at $A194 and $A1D6. After merging the MADS and CC65 binaries, I run the CC65 prog direcly and use __asm__("jsr $a194") and __asm__("jsr $a1d6") to call the CIN procs. It works just about the same as before: I can do some loops, but cgetc() does not respond... (see attached code). CIN-CC65-v2.zip
-
Hey guyz, I have programmed an online racing game for C64 using CC65, and now trying to port it to Atari 8bit. After reviewing the various GFX modes, I selected CIN. But I am looking for some advice on CC65 integration. Here is what I have done so far: (1) Used Atari Interlaced Studio to generate CIN data of a map, and exported as assembly code. (2) Simplified the ASM file, replaced the main loop with "jsr $2001", compiled it with MADS, and located it between $6010 - $A21A (RUN $A194). (3) Compiled an hello world prog with CC65, and located it $2E00-$3031 (RUN $2001). (4) Used merge-xex to combine the 2 progs, with default run location $A194. When I test in Altirra, the ASM code does the CIN setup, and move to the CC65 prog as expected. However, things get tricky from here: (1) Doing simple loops to modify the CIN memory seem to work (for instance blacking out half the lines). (2) But functions like sleep() or cgetc() do not seem to work at all. I have attached my files for reference: The prog shows the map, blacks out half the lines, then waits for a key press... but never detects it. Commenting line 27, the prog carries on to the next part...?!? I must be doing something stupid, but I can't figure out what. Converting the ASM code to CC65 assembly would probably be best, but CC65 does not support many of the MADS macros... Is there an easy way to transcode from MADS to CC65? CIN-CC65.zip
-
New Hardware Offering: Dual Right Angle XL/XE Cart Expansion
8bit-Dude replied to Dropcheck's topic in Atari 8-Bit Computers
These are the IP65 examples, compiled for D5D0 DragonCart Config: http://8bit-slicks.com/IP65-Tests-D5D0.zip My own game called 8bit-slicks will come out on Atari after I have released the Commodore version. It is a cross-platform online multiplayer racing game. -
New Hardware Offering: Dual Right Angle XL/XE Cart Expansion
8bit-Dude replied to Dropcheck's topic in Atari 8-Bit Computers
One very important observation: After changing the dip switches, the DragonCART will not work in Slot2, unless it has been inserted in Slot1 first. No idea why that is... -
New Hardware Offering: Dual Right Angle XL/XE Cart Expansion
8bit-Dude replied to Dropcheck's topic in Atari 8-Bit Computers
Hey Guyz, I received my DUAL adaptor this week, and tried to experiment with it. Like tf_hh, I can get the dragoncart to work when in slot 2 by setting the memory address to D5F0. It works regardless of the DUAL switch position. However, the SIDE2 is not working properly if the dragon cart is inserted. In SpartaDos mode, I get same message (SIDE not present). In Side Loader mode, the menu screen shows up but the CF card is not read. The problems go away if the dragon cart is pulled out. EDIT: With DragonCart at address D5E0, the SIDE2 report: Ultimate Clock not present. I will carry on switch by switch... EDIT: With DragonCart at address D5D0, the SIDE2 seems to boot normally. Furthermore, I can access the dragoncart and read URLs (loading program from an SDIO2SD reader) I am waiting to get a new CF (mine has partition problems), then I will confirm that both SIDE2 and DRAGON and working together seemlessly. Looks promising though, thanks for the work put into this!!! -
New Hardware Offering: Dual Right Angle XL/XE Cart Expansion
8bit-Dude replied to Dropcheck's topic in Atari 8-Bit Computers
What is the difference between the 2 boards? -
New Hardware Offering: Dual Right Angle XL/XE Cart Expansion
8bit-Dude replied to Dropcheck's topic in Atari 8-Bit Computers
No, I live in Japan. -
New Hardware Offering: Dual Right Angle XL/XE Cart Expansion
8bit-Dude replied to Dropcheck's topic in Atari 8-Bit Computers
I tried placing an order, but PayPal check out says: [email protected] Your purchase couldn't be completed Error MessageThis invoice has already been paid. For more information, please contact the merchant. Your purchase couldn't be completed . There's a problem with the merchant's PayPal account. Please try again later. -
New Hardware Offering: Dual Right Angle XL/XE Cart Expansion
8bit-Dude replied to Dropcheck's topic in Atari 8-Bit Computers
Could you sell me a Dual RA? I am very keen to try!
