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Posts posted by pseudografx
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Forget the Wolfensteins and Dooms, which can't even be properly ported on basic Atari/Amiga's 16-bit Motorola 68000, due to a lack of power.Just an opinion

I am kinda surprised that the ST and Amiga cannot do a first person game. Maybe the later Amiga models or TT/Falcon might be able to do it. I have been saying there is ways of working around slower CPUs to achieve a desired affect. One thing both systems still have sprite overlays like the Atari 8-bit to render monsters and stuff. I say don't go a full Doom clone right away, just try writing a decent first person perspective routine and build up from there.
The reason ST and Amiga doesn't have a decent 3d shooter is the organiyation of their graphics - they use bitplans instead of bitmap, which is good for (hardware assisted) parallax scrolling, but not for software rendering. And AFAIK, ST doesn't even have sprites.
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Yes!!!

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3389.. This one is a bit too short for thinking :-) And I don't like the avatar, it makes me nervous

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aeh,I forgot to mention: please play the 2 minutes option!
oh.. :-)
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OK. this one is kinda different.The GTIA pixels throw me for a loop now and again, and I've caught myself nodding in time to the ball bounces!
This is in fact not a GTIA mode, just a regular 160x96x2bpp (with narrow screen it gives 128x96).
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Maybe this thread is a serious candidate to get locked
I second this

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O.K<> - some faster example from Eru in attachment. At this link http://atariarea.krap.pl/forum/viewtopic.php?id=5363" you can see some source code of this effect
..and when will we see a game based on this effect? (Tower Toppler on steroids?)

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I have been using MADS all day today now that the syntax differences is figured out and it seems very good, I can now start using macros
I spent most of today (in between my day job
) coding which was all successful so I'm pretty happy with that! You could say I was a bit MADS Yesterday
So when can we expect some exciting new productions from you?

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Still missing the ability of playing triangles .... and there are a lots of correction noises in the tune.I wonder how much impressive a tune has to be, until soemone helps optimizing with it ?
This one is quite a nice version of the Turrican soundtrack. Also some of the instruments sound interesting. Now if only RMT had editable note tables

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Wow, very nice and fast emulation :-) (though it should not be that hard to optimize a 600 byte code

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hmm not much interest in doing this maybe it seems? oh well, here's the 3 g2f files anyway for the pics I posted yesterday if anyone is interested. The other two will follow.Tezz
(PS. Error is not yet corrected)
Your mockup screen looks quite nice and it would be cool to see this finished on the atari, includig your ideas

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Congratulations to the winner and thanks to all the participants. Your work is really appreciated!
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Finally!is up and running. Enjoy

A really professional presentation, can't wait to put my fingers on the game!

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Regarding a new Atari computer project, I would really like to see something like this: http://www.symbos.de/trex.htm
It is an FPGA-based Amstrad CPC emulator that can run in "turbo" mode (that is 24 MHz), with various connectivity options, including IDE, USB, TV-out, VGA etc.
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Why not try using "Two Fifty-Six" to help you out. It was a basic program released in A.N.T.I.C. Magazine back-in-the-day... I still use this program to help me pick out color values for my A8 stuff..."Two Fifty-Six" via Gury's site

Thanks, but I have my own procedure using a 256 colour screenshot and some Paint Shop Pro magic :-)
Btw. regarding the emulator palette, I'm currently using this new one but since the colours are a bit washed-out to my liking I move the saturation slider in the palette options a bit up (value 140).
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On the PAL one, it's 25.7deg (360/14) starting at -15.void gtia_pal_to_rgb(u8 val, u8 *rr, u8 *gg, u8 *bb) { int cr = (val >> 4) & 15; int lm = val & 15; int crlv = cr ? 50 : 0; double phase = ((cr-1)*25.7 - 15) * (2 * M_PI / 360); double y = 255*(lm+1)/16; double i = crlv*cos(phase); double q = crlv*sin(phase); double r = y + 0.956*i + 0.621*q; double g = y - 0.272*i - 0.647*q; double b = y - 1.107*i + 1.704*q; *rr = clamp( r); *gg = clamp(g); *bb = clamp(b); }In case anyone is interested, here is a palette file made from the above formula for the Atari800WinPlus emulator. I will do the NTSC version as well as soon as I find some time.
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But G2F uses character mode. The extra DMA on the first line makes such changes impossible.And, playing around with Atari800Win+ it seems PMGs ignore their priority bits and always have precedence over the playfield with GR.9 (and charmode with GPRIOR=$4x)
Would be interested to know how this effect could be generated (if in fact it is possible)
IMHO a very similar effect could be done with several mid-scanline changes of the background color register.
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ECKN looks also very nice! :-)
Respect!
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Flash cards often get slower and slower with age not because of any inherent electrical failing, but because they become cluttered with lots of old meaningless data that they have to keep shuffling around.Is there a way to reinitialize them, e.g. by some kind of low-level format?
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Yoomp looks really nice! Reminds me of a PC game Tube ( http://takegame.com/simulators/htm/tube.htm )


DooM XL ;-)
in Atari 8-Bit Computers
Posted
You must have mistaken this with Doom. It was playable on a 386/40, but the framerate wasn't very good (could have been around 15 fps). Only CPUs with an FPU (like 486DX) could handle it fluently. Also if you only had 4 MB of RAM, you would experience long loading times on start of the game and between levels.
On the other hand, Wolf3D was pretty fluent on a faster 286 (16 or 20 MHz).