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Allas

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Posts posted by Allas


  1. post-6191-1132991281_thumb.png post-6191-1132991336_thumb.jpg

     

    Well I see 2 different simply answers to the problem:

     

    - Don't use tiles with round edges, 3r and 4th tile are very difficult for manage the parallax motion. You can create some interesting designs changing the texture floor.

     

    - In other way, don't use shadows in levels with round edges design. (floor is at water level). Or better, use desert sand (this justify floor is at level sand). Balls dont bounce in the sand.

     

    After that, I imagine a solution , but you should sacrifice one of the three colors in the round tiles level.


  2. Yes, I noticed there are only 4 colors per cell, but I think C64 couldn't scroll the color map, only the bitmap.

     

    The C64 can scroll the colour RAM, but it can't be banked so has to be done single buffered.

    962227[/snapback]

     

     

    This a question out of topic, but I think you could answer me. I heard a long time ago a C64 demo that can put graphics in the margins. I don't know the demo name and never saw for study.

     

    My questions are, if it is posible:

     

    - How can get access to the margins

    - How C64 can break the 40 bytes barrier per line screen, or just only a visual trick?

     

    Mario


  3. A user start up the computer with basic (no OPTION button pressed), after that loads a ML program.

     

    Exists a way this ML program detect the Basic and disable for use all the memory like if the computer had been turned on pressing OPTION key?

     

    Mario


  4. Yes, I noticed there are only 4 colors per cell, but I think C64 couldn't scroll the color map, only the bitmap.

     

    The C64 can scroll the colour RAM, but it can't be banked so has to be done single buffered.

    962227[/snapback]

     

     

    The C64 is the king of the font graph modes, I apreciatte much those hard code level tricks based in fonts to display parallax , 3D, giant sprites, motion. Only it's a pity that they are not scalable.

     

     

    *** Really Contagion is parallax (in the same line)... I've never had take count on this... thanks


  5. For the record, the C-64's multi-color hight-res mode uses 4x8 cells.

     

    Yes, that is I want to say 4x8 med res.

     

    It looks like the graphics in this game were very carefully designed to that, even though there are more that four colors in the background (I see purple, yellow, two brownish tones, and black) there are only four colors per 4x8 cell.

     

    Yes, I noticed there are only 4 colors per cell, but I think C64 couldn't scroll the color map, only the bitmap.

     

    You could also get around this limitation by using multiplexed sprites for parts of the front scrolling layer or primary plane. In your sample picture, the back plane, with the rock shapes, looks simple enough that you might be able to do it with sprites. If you can manage to create one of the scrolling planes entirely from sprites, this will same a lot of code and a lot of run-time proccessing time.

     

    Sure, It's a good way...

     

    And if you are using a "00" pattern in memory to represent holes in the primary plane, then you don't need need a hole map. The 00's are a build in hole map.

    961432[/snapback]

     

    Pattern "00" in primary plane can be color 0 or only a hole. The hole map make the difference. In this way can be used all 4 colors and we don't lose 1 color.


  6. I'm thinking about to implement parallax scroll technique in Atari. I don't remember a game or demo that use parallax scroll in the same line.

     

    First I'm studing how can be in C64 , in Flimbo's Quest Game.

     

    post-6191-1131340923_thumb.png

     

    I imagine we need escencially 3 bitmaps in memory:

     

    1 - First bitmap that contains the graphics in primary plane (holes with pattern color 00)

    2 - Second bitmap that show the holes in primary plane (holes with pattern color 11)

    3 - Third bitmap that contains the background graphics

     

    Parallax image = 1 v ( 2 ^ 3 )

     

    For example:

     

    1- 10 11 00 00 00 00 01 11 <--- Primary plane

    2- 00 00 11 11 11 11 00 00 <--- Hole map

    3- 11 01 00 11 10 01 00 10 <--- Secondary plane

     

    P- 10 11 00 11 10 01 01 11 <--- Parallax Pattern

     

    It appears to me works fine...

     

    In Flimbo's Quest there is a adicional combination of map color mode. But When study the screen in C64 I see 5 colors per 8x8 cell: Brown, Yellow, orange, black and light blue. I thinked C64 get 4 colors per 8x8 cell, It's a trick or I'm wrong with hardware capacibilitie C64.

     

    In other way, I want to know if my teory is right or there is a better way to get parallax scroll. I wait too much numbers don't confuse.

     

    Someone remember a demo or game in Atari with Parallax scroll in the same line. Moonpatrol, James Bond Living days Light, use parallax technique but don't get parallax in the same line.


  7. Very funny to see those games ! nice !

     

    I think it's not such a good idea to use water and spoon to wash them.....

     

    Did you already rescued some other disks ?

    959689[/snapback]

     

     

    I rescue some diskettes, there is a lot of new stuff, but some of them don't work because the bad sectors or simply diskettes don't load. Off course I will repair, but the searching, get me tired.

     

    Meanwhile, I'm going to experiment more with CC65 Shawn library.

     

    At this point, Shawn could you give us please, one little example you programmed with your own library. I'm try to translate the turbobasic program to CC65 in way to get more experience in handle the AtariGfx. But I need some examples to understand some concepts.

     

    Thanks.


  8. This is not an accident, but is a bad desicion.

     

    There is a time that I need money to buy diskkettes for my 800XL. Some day I didn't think a better thing than to change my old Atari 2600CX console for a box of 10 diskettes. :x


  9. I transferred some of my old stuff recently too.

     

    I've been amazed that most of my disks are near perfect, but 2 possibilities if you get a disk that's got read errors:

     

    - pull the 1050's cover off and give the R/W head a clean.  A cotton bud or lint-free cloth with video head cleaner does the trick.

     

    - some floppies become warped or the jacket gets damage which impedes  the disk spinning.  I had one disk that I just removed from the jacket.    Then, you can either put it in another jacket, or manually insert it into an opened up disk drive.

    958434[/snapback]

     

    That's the right way to read old diskettes. I had to clean the head drive before I try to read. But still there are a lot of diskettes with bad sectors. I remember someone said that leave the magnetic material and use water and spoon to wash, after a complete dry the diskettes works fine. Will be true? :ponder:


  10. Pretty funny! I always loved the fonts in Karateka. How did you pluck them out, to use in your program? How old were you when you did these?

    958395[/snapback]

     

     

    Well, at first time I see my old program, I could't remember exactly how I made. :D But now after a few hours... I remember

     

    I used PRINT SHOP software, when you make a card in PRINT SHOP the generate file have the fonts in bitmapping mode. With a utility I programmed , I extract the right bitmapping. The the collage of fonts I store in the DAT file, and the program only use from DAT file.

     

    I don't remember good, but I think lower fonts I draw in a paper, looking at original game, after that I drawed in the Atari with my tools.

     

    If you look good, the font isn't in PRINT SHOP, I use the option FONT FROM OTHER DISK (3rd party fonts), I tried to use a similar font, because there isn't the exact font like Karateka game.

     

    The demo have an error :D .... it's read programmed in 1980, but it should be 1990 (just 5 years after original game), I had 20 years in 1990, a 800XL and a 1050. No books, no internet, no BBS, no Atari programmers friends... it's a real waste of time :D


  11. These days I'm using my new 130XE (set in correct colors) and my SIO2PC adaptor (Thanks Steve) to extract program from my old disks.

     

    It's a pity some disks can't read, or only read partially... :(

     

    I'm going to get new tries... but before, I had extracted some good diskettes and I found old programs in TurboBasic and Applications... It's a great experience... even there are programs that I didn't remember. Full Nostalgic...


  12. :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D

     

    At last..... that was.... a little hole in the 130xe back adjust color levels in the screen. Wonderfull system!!!! :lust: ..... even we can set brilliant and solid color like computer with only 16 colors.

     

    After this little scare of bad colors... I can reinitialize my works with sio2pc.... thanks to all.

     

    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D


  13. Thanks to all,... good comentaries.

     

    Meanwhile, I had tested the 130XE with other older TVs and the same thing, yellow color not exist in my machine, in any way.

     

    First, I had used TV out signal, it could be that RGB signal is corrected, I must have this test then.

     

    But, I called an old friend Atari technical hardware. He said me that under the 130XE there is a hole and with a screwdriver I can adjust the color. Is that correct? He said not be sure...


  14. ....

    One suggestion:  if your machine has the color trimmer adjustment (underneath, accessable from outside on the 800XL), you could try adjusting it.  Do it while you have your color demo proggie running.

    956673[/snapback]

     

     

    My old 130xe had similar problems, I had to open it up and adjust the color but once

    I did it was fine. I sold it (unfort) and once it arrived at the new owner's it was display

    ing colors somewhat off again, so he adjusted it and since then (AFAIK) has had no

    problems. I think it is more commen in the early XE's because I recently bought a

    later model XE and never had a problem.

    956676[/snapback]

     

     

    I think your answer is the winner, very interesting... it's a pity for me because my TV can't raise tint at correct level.

     

    Well, this is my screencap 130XE at default factory sets TV NTSC:

     

    post-6191-1130695321_thumb.jpg


  15. Well, as I said my machine is a 130XE NTSC. Thanks for the help... Now, after many tests with games and demos I thinked NTSC and PAL machines have different colors. Off course, if PAL machines can look STUPID DOGS with the same colors like Atari emulator:

     

    post-6191-1130652315_thumb.png

     

    When I turn on my 130xe with default factory set TV color, i get this: (I try to fill with photoshop to emulate like I saw)

     

    post-6191-1130653285_thumb.png

     

    Then, I set the tint level at minimal expresion and get:

     

    post-6191-1130653270_thumb.png

     

    I get the minimal tint adjust, my TV can't set lower, but I suposse if I can, then the colors will be like the original picture. :(

     

    At first, I think ANTIC ot GTIA is damaged. I want to know if a NTSC user can see the correct colors in this picture. Perhaps my BioVision Samsumg TV is the problem, I'll try to get an old TV and make another test.

     

    If Im not wrong CTIA is from older 800. Series XE and XL use GTIA, but a difference between XL and XE is the artifacting colors. I thinked was a signal error in XE production (low quality signal).


  16. I recently adquire a 130 XE. First tries with sio2pc works fine and every thing works as I remember years ago.

     

    But when i try to load G2f graphics I've notice colors aren't the same. For example in TWO STUPID DOGS the picture shows brown-backgound, in my 130xe the background are green tones.

     

    2_Stupid_Dogs.zip

     

    I go to BASIC and show in GR.9 scale colors and notice than colors are different from the scale.

     

    post-6191-1130626163_thumb.png

     

    For example, you can see column 1 is orange tones, but inmy atari 130XE NTSC I see green tones.

     

    Because that I see G2F graphics very ugly... someone could help me.. is there color difference between 130 XE and 800XL


  17. This game called my atention.

     

    post-6191-1130091837_thumb.png

     

    ATR Tetris

     

    How can be implemented the colors in the central screen?. Is a mixing graphics mode? Even in the left there are the mini-blocks colors, but I guess is a raster change color effect.

     

     

    PD. Well I think middle screen it's a sort of mixing text-mode and PMs.


  18. Well I modified the program and compiled with -Osir but visual speed not change.

     

    This is the ML program version

            *=$0600

            pla

            ldy #$00

    bucle   tya

            sta ($58),y

            iny

            bne bucle

            rts

     

     

    This is the CC65 version

    #define poke(addr,val)  (*(unsigned char*) (addr) = (val))

    #define pokew(addr,val) (*(unsigned*) (addr) = (val))

    #define peek(addr)      (*(unsigned char*) (addr))

    #define peekw(addr)     (*(unsigned*) (addr))

    int main (void)

    {

       int n = 0;

       int x = peekw(0x58);

     

       for(n=0;n<702;++n)   // Print chars in screen

       {

         pokew(x+n,n % 256);

       }

     

       while(peekw(0xD01F)!=6) {  // Wait key START

       }

     

       n=0;               // Clear chars in screen

       while(++n<702)

       {

         pokew(x+n,0);

       }

     

       while(peekw(0xD01F)!=6) {   // Wait key START

       }

     

    }

     

     

    I use to compile cl65 -t atari -Osir prueba.c -o prueba.xex

    There are much difference between ML and CC65 speed. So ML has the advantage that only use one byte counter offset to print chars. After all, I study the ML resulting from CC65 compiler.

     

    prueba.zip

    prueba2.zip

     

    P.D. I feel very fine to program in C and it's incredible for me to see after years that CC65 had grown. I'm sure complex logic projects will be developed in right way. Last example, show differences about using WHILE and FOR loops. In any way, commands loops stole much procesing time. But I read more about.

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