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pseudografx

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Posts posted by pseudografx


  1. This would be a possible solution of the cursor problem, the narrow version of the playfield (the top line does use normal width playfields as the menu strings are too wide, but that is not a problem).

    post-6830-1179833533_thumb.png

    It also crossed my mind that only the map window would have to be that narrow (i.e. 32 chars wide), while the rest of the graphics could be wider. With this solution the playfield could be 35 chars wide while the cursor could still use missiles to have a different colour. This would be a good compromise between the normal and narrow playfield modes. I'll try to draw it.


  2. And the second screenshot.

     

    One of the problems of this mode is bad visibility of cursor. This can be solved either by reducing the screen size to be 256 pixels wide (so that you have some missiles left for the cursor with colour of your choice) or make the cursor blink so that it's better to find.

     

    post-6830-1179828756_thumb.png


  3. Hi Pseudografx,

     

    Good work! I was doing pretty much the same thing on paper...lol I tend to create more work for myself than necessary. I was thinking about stripping out even more of the colors (I didn't think the text box and menu system needed all those different colors when one or two would do the same thing)...but I like what you came up with!

     

    How come you went with the larger numbers going vertically on the left-hand side? I figured if I used the smaller font on the left, then I'd get another vertical line of map.

     

    Now I just have to find more time to work on this!

    I don't quite understand your question. You cannot mix two graphics modes in the same line (except for some special cases like use of GTIA/GPRIOR register). Only the horizontal line with numbers can use the hi-res mode.


  4. Hi,

    I tried to convert one of the screenshots to the possible Atari look, and it turned out quite fine. The only problem is with distinguishing the various unites (eg. cruisers from battleships), but this can be further worked on.

    post-6830-1179476820_thumb.png


  5. I don't know anything about Turbo Basic XL...easy enough to get a cart for an emulator, but what about books/websites/tutorials?

    First off, in Turbo Basic you can make use of all you know about Basic programming, because it supports all the commands Atari Basic has and the final product will still be a lot faster. Though it really starts to shine when you learn some new commands (eg. subroutines handling, new types of cycles, or graphics commands).

    So far I have only found manuals in German (eg. http://www.tmeyer.de/atari/hc_turbo-basic_xl.pdf ), but I'll keep on searching something in English. Feel free to ask about anything unclear.


  6. Alright Everyone. I updated R-Type and Added Outrun's Splash Wave.

     

    Check'Em Out!

     

    Don't Forget to hit Refresh on your browsers! =)

    This new Outrun tune is really good, I think your best so far :-) I'd only slightly decrease the volume of hihats, as currently they seem to me a bit too loud (though this could be my equalizer setting, which stresses higher bands).

    You could also start to experiment with the multispeed instruments (2-speed or more), which can help create some really fresh sounds, try them for improving percussions first. Check my Lotus and Somewhere remakes for example:

    doublespeed - http://asma.atari.org/asma/Various/Eisenha...Challenge_3.sap

    triplespeed - http://asma.atari.org/asma/Various/Eisenha...k/Somewhere.sap

    I can send you RMTs of these SAPs if you want.


  7. Hi, I'm 30, living in Czech Republic, and have recently moved to Ceske Budejovice town (hey, that's where the original Budweiser beer comes from!).

     

    Personal computer milestones:

    around 1985 - got mesmerized with arcade machines like Moon Patrol, Phoenix or Donkey Kong and wanted my own computer since then

    1990 - got my first Atari 800 XE

    1993(?) - got Atari Portfolio with 512 kB onboard RAM, 128kB memory card and parallel interface add-on (this in fact wasn't mine as it was borrowed from my mom's work. However, I still have it somewhere around - they never wanted it back :-)

    1995-97 - got a C-64 and entered the c-64 scene in a group called Unreal

    1997 - got my first Windows-based PC

    1999 - got a SAP player from SoTe and started collecting SAP files to form the ASMA collection - http://asma.atari.org. Now it contains over 2000 SAP files.

    2007 - released my first true Atari game Mind Blast (as a graphics artist and musician - code by Fandal). See Fandal's site ( http://atari.fandal.cz ) for it :-)

     

    I haven't turned my old Atari on since about 1997 and currently only use the emulator for my Atari activities. I still have it under my bed in my parents' home though.


  8. Haven't D/L'd the game but looking at the screenshots i guess you used some of those advanced gfx techniques like hip/gtia bug etc

    Neither HIP (no interlace at all) nor GTIA bug are used. In order to get so many colours per rasterline, the game does heavily use sprite underlays. Also mid-scanline register changes are used in the status bar.


  9. Anyway, back more to the main topic, thanks for the heads-up on KULT pseudografx, it does combine some elements of both Guard and Humanoid, except for Guard's cool upper&lower 3 level parallax scrolling. KULT is a good attempt at a Zybex clone. \

     

    Are there any other decent shooters that have more than one layer of parallax scrolling on the 8-bit? (besides Guard and Tower Toppler's[Nebulous] bonus level)

    I remember seeing a parallax effect in Extirpator, but except for the Hubbard's music the game is not very special.


  10. Can you tell me who published Miecze Valgira? Never mind, ASF's the publisher, just found it on Bacardi's page.

    Ok, I've tried that game...I thought you were giving an example of a good (Polish)shooter, not a platformer...

    I suggest trying Kult (http://atari.fandal.cz/detail.php?files_id=2203), which is very much like Zybex in nice hi-res graphics (similar power-up system).


  11. The C-64 gets chroma distortion/aliasing artifacts just as the Atari (probably worse). The workaround is that virtually all characters always have at least two pixels adjacent of the same setting (0 or 1).

     

    The Atari also has to work from the base clock frequency (1.79 MHz), and use internal delays.

     

    Doesn't the Vic-II work on a higher clock (like 4 or 8 MHz) from the start?

    AFAIK it's even something like 17 MHz, which is quite a frequency for a machine of that time. I'm not into electronics, but I quess this high frequency is also the reason why VIC-II doesn't steal as many cycles as Antic.

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