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Everything posted by TracMan

  1. Yeah that's looking so much better now without the green face, from the title screen I can see the character was meant to be a young guy and not an alien 😄 I also like the grey border change as it takes away the fact that previously everything looked red or pink. On the title screen and inlay pic, the player guy actually has a red shirt and blue trousers, whereas the villain is correct in the game with a blue cape. Without seeing all the C64 screens but having watched the C16 version, an Antic Mode 4 Atari version might work something like this: BG: Black FG1: Brown FG2: Pink FG3: Red / Dark Grey for Rocks or Green for trees/bushes or Yellow for bottle or Blue for water (5th colour) Our guy = mainly Pink + Brown from the FG colours above, we can stick with the brown shirt for now but I think it could be Red, we could later decide to use something else for his trousers. M0 + M1 = Border colour of Grey where M0 = quad sized on the left border, M1 = quad sized on right border. As a result, without wanting to reuse the 5th color with the missiles, our player could have Grey trousers using one of P0 or P1 (who wears Green trousers?). However, we also still have P2 + M2 and P3 + M3 so we could use the players to also colour the purple question marks and the yellow scroll. A white PMG will also be needed for the glove, key, and maybe one or two Players for the white fence.
  2. Not having heard of the game before, I could only wonder if this was anything to do with Ricky Gervais, sadly it is not, it looks a fun enough puzzler though, sort of like a flatter looking version of Robin of the Wood without the animations. The C64 version definitely looks and sounds far better than the C16 version, the title screen is very good and the SID version of the music grows on you. Interestingly, it looks like on both versions you have more than 5 colours on screen even without hardware sprites, or this a trick of the eye? Like on the C16, the player's face looks Green whereas, it is Pink on the C64 (which seems to be one of the screen foreground colours), also on the C64 version, his trousers are always Green. Also, it looks like C16 uses Red only in the border and Brown and Pink on the screen, whereas the C64 uses Brown, Red and Pink all on one screen. If no hardware sprites are being used and there is only 5 colours per scanline then maybe you could use the Atari PMG to have a different colour player shirt to add some improvement, or even more daring, use two missiles as the left/right borders and have a completely different coloured border to the Red. I reckon Grey would be nice.
  3. I remember the C64 version from when it first came out as it used hardware sprite doubling which just about did the trick for the large enemies. My mate at the time (we were both about 12) had a C64 and pointed out the flaw when the guy walks up stairs, the players legs goes first behind the background and then in front, not that it detracts too much. Something I had forgot was the C64 was adept at mixing hi res and low res, so if you want a detailed background you might be better off using hires.
  4. Zone 2 is Antic Mode 2 and has a border colour (ie. Zone 0) whereas, Zone 1, depending on the mode you will use will have no distinct border, since the background colour register also changes the border. To fix this, you can set up PMG and quadruple size a couple of missiles, you can set their colour to the required zone 0 border colour and use them at positions 40 + 200. I believe you can even reuse the same missile as both borders using a simple DLI, as when called by the interrupt from Antic, the DLI could set the position of missile 0 to the right edge (200) and then pause for the hblank before setting the missile back to the left side of the screen ie. PHA; LDA #200; STA $D000; STA WSYNC, LDA #40; STA $D000; PLA; RTI; It is interesting because a graphics mode such as antic E using missile borders can in fact display 5 colours like this, 6 if it is Antic Mode 4. For the issue at the top at bottom, don't forget you can add DLIs (+128) to any entry in the display list, ie. even to the display list codes for blank lines eg. 112 + 128 = 240 so the change occurs on the next line. These would simply set the background color to the colour in Zone 2. I would do what Rybags says though and set the HW register in the Vblank. However, at the beginning of your code for your screen initialisation, if you set both the hardware register and the shadow register (something I used to forget), then the OS Vblank will change the hardware register to the colour in the shadow register automatically, so it may not be strictly necessary for quickly getting something working.
  5. Hi, I'm a newbie here (alhough I've been lurking for a while) and I found this topic very interesting especially with all the fairly recent conversions such as SkoolDaze and I wondered if people were also aware of a toolset called Skoolkit, https://skoolkit.ca/skoolkit/. The idea is that Skoolkit can take a ZX spectrum dump file and work it into a readable format using a file known as a skool file. The skool file can be edited as the code is better understood to create a better disassembly in HTML ( as a few are visible on their website). Apart from the fact that there are a few disassemblies there of some games we don't have for Atari 8, I was wondering as a theory if the skoolkit toolset (written in Python which is on their github link) could be worked on or added to, to provide an extra command line option to produce to 6502 ASM option given a z80 dump + a skool file (i.e. it would translate the z80 to a suitable 6502 assembly). Obviously, I've not tried it myself and there would still be the usual issues of self modifying code needing rewriting/ necessary relocation of code and hw specific translation (i.e. keyboard/ joystick), but I was wondering if it might make translation of new ZX spectrum games slightly easier (at least to a newbie like myself). I'm not sure whether this approach would be any better than Marius' existing tool apart from there are a few skool files already and perhaps you can work on disassembly of a game (as a group ?) before you try and convert it to 6502. Unfortunately, I don't have much provision to work on C stuff as I have only a work laptop and it's limited what I can install, although I do have Python. Let me know if anyone thinks this is an idea worth pursuing.
  6. I never owned a C64 but I've bought one (The C64) which arrived before Christmas. It seems quite expensive and a collector may rather pay less or the same price for an original but it has a full keyboard and can boot to good old C64 Basic (and can work as a Vic 20). It comes with some good games like Impossible Mission 1 + 2, Cybernoid 2, Street Sports Basketball i.e some of the games to envy we haven't yet got on Atari 8 bit and some titles that did appear on the Atari such as Hovver Bovver, Attack of the Mutant Camels (Atari's was better), Uridium (or at least various clones) and the C64's Pitstop 2 which always looked far better. With it hooked up to a HDMI monitor (it doesn't seem to scale at all unlike an emulator), you can see that even hi res doesn't look that great these days on this type of display as even the main sprites in Impossible Mission look blocky. There are a few games you start to see as being the sort of thing that would have been relatively easy to port to Atari 8 using a decent SW sprite engine like Gribbly's day out and Thing on a Spring. The games soon tire and you can put in a regular USB stick in the back and so you can play pretty much anything you can download. The joystick feels solid and is great (USB) but is irritatingly micro-switched and very loud, so much I'm sure my neighbour will complain eventually. Two things, it initially seems to be little use for dissassembling/ debugging / game conversion as far as I can tell, there's no cartridge port etc, ie. for a C64 Action Reset Cartridge or equivalent. I will be impressed if someone figures out it's possible to crash it to a Linux shell or something (I believe the C64 mini was Linux) as the presentation carousel seems robust.... At best, you can count the pixels of the C64 sprites, being as I say, rather large and it's OK for the kids. Secondly, it would at least be great if Altirra or other emulators could provide a driver for the joystick. I used to keep hold of the family Atari 8 bits but I no longer have them but would definitely buy an Atari version if it had an original cartridge port as well. If you think of the fascination for kids in just plugging in a cart for their friends and playing original Donkey Kong on new stable cheap HW (not an antique you need to protect) then that would be great with the option for the parents of downloading the newer Arcade releases or adding a 1Mb cartridge or a cart based accelerator would be awesome.
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