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Allas

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Everything posted by Allas

  1. Hi all, I have some little issue on programming. Below is part of my code, and i get some garbage when i change the NMI vector. I can't explain because is the same address screen and suddenly after NMI vector was changed and restored, most of the screen is filled with garbage. How can I avoid that? Any help, will be appreciated. The idea is avoid the screen show garbage between a transition of two screens. (Here i clear the screen) mva >pmg pmbase ;missiles and players data address mva #$03 pmcntl ;enable players and missiles lda:cmp:req $14 ;wait 1 frame sei ;stop IRQ interrupts mva #$00 nmien ;stop NMI interrupts mva #$fe portb ;switch off ROM to get 16k more ram mwa #NMI $fffa ;new NMI handler (with the same screen address) mva #$c0 nmien ;switch on NMI+DLI again (Just here the screen shows garbage)
  2. Awesome works!... well, most of them There is a great difference from previous works. 2010 is the breakpoint on graphics technique. For sure, many of them the best works on all Atari history.
  3. I really don't like enhancements to original Atari equipments. I believe the 800XL and 130XE are great classic machines. But i wish some additional hardware very valuable: - Wi-fi joysticks, paddles - Wi-fi SIO2SD
  4. To laugh about C64 capabilities on an Atari forum is not trolling.
  5. It's difficult to determine what version is the best of DK. I think it's a topic about taste. C64 and Coco 3 have take advantage using the hi res, doing proportional to original arcade. I accept I don't like the "widescreen aspect" of Atari Donkey Kong. Coco 3 has an additional point with his color palette, exactly at the arcade version. C64 version looks out of similar colors, the movement of sprites is not as fine, and have some problems with colision routines. Sure, it's a better version that Atarisoft C64, but far from perfect and fun. Graphics on Atari version looks different, but the playability is the best of 3 versions. The more like the arcade game is the Coco 3 version, the funniest version is the Atari. C64 version,... good try!
  6. Extraordinary music effects!
  7. First entry for the contest! Still, there is time until June 30. Thanks Miker for the work! (i sent this message on other topic, my mistake )
  8. First entry for the contest! Still, there is time until June 30. Thanks Miker for the work!
  9. aheemm... i think I'm at 3rd option. Anyway, I want the tune still (without lyrics off course )
  10. Hi all, Again I'm in a middle of a game programming. It's a simple peaceful game and I want to do some sort of little contest to get a pokey version of this tune ("Still Alive") by Jonathan Coulton. I'd prefer in mono using 3 channel voices (one free for sound effects on game), on RMT format. I found this little midi version, it seems appropriate for a 3 channel pokey conversion. still_alive.zip The original version could be watch on Still Alive original music Thanks in advanced for your interest.
  11. It sounds perfect! That extra sounds create a great atmosphere.
  12. In Atari800win remove the emulation of CURSOR keys when you press PC arrows keys.
  13. The level defending the Village was brutal, i played at least 15 times, and finally i got the way how to defend the village. Now i'm at this level. This game is fascinating!
  14. Now, what will happen with Beyond Evil?
  15. I solved with this strategy: Now, I'm at level 4 and this game is really addictive. It remind me Civilization type game, very cool!
  16. Awesome game! Very polished. I love strategy room games.
  17. There is something not clear with this expansion memory. It works like a 130XE, with possibility to separate ANTIC and CPU access ?
  18. Awesome work! i can't wait to see how work on a NTSC system
  19. update? .... I always think Atari NTSC is the best hardware. Anyway, PAL have more development on last years, there is no way how to beat that 60fps
  20. At first, I love a lot that interlaced graphics technique work. Because, at the point of a programmer, you can move objects quickly and have a couple of additional colors on screen. The game is well presented, but I think there are a mistake on the programming of acceleration car, it's so fast and you always get crash on wall, so you lost easily the fun. So much speed for relative little maps. I expect on future versions this can be fixed.
  21. I like these mini demos from Mapa & PG. Usually use the Atari resources in a very smart way. This work is impressive, use all sprites to cover all the horizontal screen. DLIs is used to smooth the 4x resolution of sprites, good idea!
  22. And what is with 'Mappy'? Is there an A8 version? Did you converted it? Is converted, I'm thinking about how to distribute on cartridges.
  23. Philsan guessed DOMAIN OF UNDEAD and HOBGOBLIN 2, so is his turn to post a new game to guess.
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