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EnderDude

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Everything posted by EnderDude

  1. Hey Stephen, can you send me rastaconverter.exe? I can't find it anywhere, and I would like to join the fun too.
  2. This is a job for Rasta Converter! However, I can't find the exe...
  3. Actually, was there ever a game which made 1 player out of 3 PM's? I consider that crazy wasteful, though...
  4. I wonder, how would you implement color register interrupt code to make it more efficient with pm usage...
  5. Why not make a showcase of all the revisions? Most of them look nice!
  6. Because... we want a buggy that looks closer to the arcade than the one we have now lol.
  7. People back in the day apparently loved it for the simulation being realistic: http://live.worldofspectrum.org/infoseek/magazines/sinclair-user/94#36
  8. Flight Simulator 2, or Tomahawk anyone? Don't those 2 games use polygons?
  9. What about the other sound chips, like the GI AY8910, Ricoh 2A03, etc.? Actually, for how many sound chips in total did Rob Hubbard make music?
  10. Okay, so looking at the specs of the Spectrum, it has a Z80 @ 3.5 MHZ, and the MIPS rate is 1 per 4 MHZ. So, the MIPS of the ZX Spectrum is 0.875. The MIPS of the 6502 microprocessor is 1 per 1 MHZ, and the Atari is @ 1.79 MHZ. So, the MIPS of the Atari is a little more than twice the MIPS of the Spectrum. But hey, MIPS doesn't mean everything. ¯\_(ツ)_/¯
  11. Actually, I started a thread about porting Hard Drivin’ to the Atari, as it seems to be a game that’s more worth the time than working on Test Drive.
  12. Since stunt car racer was ported to the Atari 8 bits, Ive been wondering if Hard Drivin would be possible. Of course, if this were going to convert any existing code, it should be based off of the ZX Spectrums, or the CPCs code, and obviously not from the C64. Now, should it use 1 color 2 luminance mode 8, or should it use 4 color graphics mode 15?
  13. Could we also do MCS for the cars? Also, could we implement the mirror functionality?
  14. Actually, if you load the .atr image with OS B, none of the channels are at 1.79 mhz when the music is playing. Does OS B use 1.79 mhz at all?
  15. So... What about that steep hill? could we make the hill be a brown PM, like Elektra Glide did with the tunnels, that should give a believable illusion of 3d?
  16. Such a great port! How about we try to make a mod of this to make Accolade's Test Drive?
  17. Actually, I would like to know if anyone has a strategy of finding the palette data in this ROM, because I've been doing the find function for A8 in Hxd, replaced them with 32, and I still didn't find anything. The closest that I got to my goal was when another color (the color of the the smoke) turned red, but there were many illegal instructions, and I didn't change the color I wanted to change, as I'm trying to turn the center of the explosion, which has a color A8, to 32.
  18. So, I'm trying to improve the buggy explosions, and I'm looking for a hex value of A8, which is the color of an explosion frame. I'm trying to get it to 32 (red). Any help would be a pleasure.
  19. I think the most recent version is decided by personal preference now. 😂
  20. An explosion palette byte is at 199D. I changed it from 98 (light blue) to 32 (dark red). There is also another explosion palette byte which has a value of A8, but I have yet to find that one...
  21. Conveniently, my ROM map that I've made lists where the explosion pm's are . Keep in mind that there are different explosion frames for different objects/players.
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