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Posts posted by Allas
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All of them are good games for an Atari. But I'd prefer the incomplete classics:
- Yie Ar Kung Fu
- Space Harrier
- Super Mario Bross 3
- International Karate +
- Imposible mission
- Shadow of the beast
- Pacmania
- Boinxx
very near near... but so far far far....
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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
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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
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I want to create my own cable for my 130XE to my TV, a 5 pin cable (output monitor 130XE) to 3 RCAs (video, left sound, right sound).
Someone knows about a design how-to-do.
Thanks
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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
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just found the topic...with the demo...it's from 2002... huj...boy... times goes by...
http://www.atariage.com/forums/index.php?s...18341&hl=flimbo
Wow!! excelent!! a parallax scroll with font graph mode... very cool. This is the real way C64 go.
And a question... you found the error and put 2 planes move in different speed?
Only 4 fonts? are you sure?
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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...
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.
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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.
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.
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mmmm
..... I see the color of my 130XE too brilliant and solid... some little interference in the edges of solid blocks, I use a TV Biovision Samsung....I can't believe it can be improvement much more than I see.
Some examples photos?
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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.
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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.

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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.
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?

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Well, at first time I see my old program, I could't remember exactly how I made.
But now after a few hours... I rememberI 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
.... 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 
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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...
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:D
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At last..... that was.... a little hole in the 130xe back adjust color levels in the screen. Wonderfull system!!!!
..... 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
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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...
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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.
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:
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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:
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)
Then, I set the tint level at minimal expresion and get:
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).
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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.
I go to BASIC and show in GR.9 scale colors and notice than colors are different from the scale.
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
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This game called my atention.
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.
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Well I modified the program and compiled with -Osir but visual speed not change.
This is the ML program version
*=$0600pla
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.
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.

Font-Parallaxing
in Atari 8-Bit Computers
Posted · Edited by Allas
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.