Jump to content

Irgendwer

Members
  • Content Count

    1,513
  • Joined

  • Last visited

  • Days Won

    2

Irgendwer last won the day on March 1 2018

Irgendwer had the most liked content!

Community Reputation

1,591 Excellent

About Irgendwer

  • Rank
    Stargunner

Profile Information

  • Gender
    Male
  • Location
    Germany

Recent Profile Visitors

16,302 profile views
  1. Yes, that's char-mode with the 5th colour in use. Just mentioned it as food for thoughts.
  2. Some DLIs could improve the look - like on this 8 year old mock-up:
  3. Bristles (if you don't mean scrolling titles only): : The 5th color is the paint and the small buckets are soft sprites (in higher skill levels very good to see as they "carry their mask" with them). In general a very strong title: game play, presentation, graphics, music - all above average.
  4. 256€ for the first place in an 8-bit software contest. What a coincidence! Glad my proposal found its way into the rules... ...as I guess overall contentment of the participants is now higher...
  5. Experts know that this is the only acceptable A8 version: 😄
  6. I guess Basic games are not part of you collection, but if so, you could add e.g. "Creepy Caverns":
  7. Just one more picture with higher resolution:
  8. Since I'm in need to gain some space, I sell this TV now: https://www.ebay.de/itm/143397727850 Here you can find quite "more pics".
  9. If "protocol.c" is also part of the Atari target (had only a brief examination) and not only for the C64 (like the header suggests) you can save ~60 bytes easily: static padByte PTAT0[128] = { /* PLATO to ASCII lookup table */ 0x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, /* original mapping */ 0x38, 0x39, 0x26, 0x60, 0x0a, 0x5e, 0x2b, 0x2d, 0x13, 0x04, 0x07, 0x08, 0x7b, 0x0b, 0x0d, 0x1a, 0x02, 0x12, 0x01, 0x03, 0x7d, 0x0c, 0x83, 0x85, 0x3c, 0x3e, 0x5b, 0x5d, 0x24, 0x25, 0x5f, 0x7c, 0x2a, 0x28, 0x40, 0x27, 0x1c, 0x5c, 0x23, 0x7e, 0x17, 0x05, 0x14, 0x19, 0x7f, 0x09, 0x1e, 0x18, 0x0e, 0x1d, 0x11, 0x16, 0x00, 0x0f, 0x87, 0x88, 0x20, 0x61, 0x62, 0x63, 0x64, 0x65, 0x66, 0x67, 0x68, 0x69, 0x6a, 0x6b, 0x6c, 0x6d, 0x6e, 0x6f, 0x70, 0x71, 0x72, 0x73, 0x74, 0x75, 0x76, 0x77, 0x78, 0x79, 0x7a, 0x3d, 0x3b, 0x2f, 0x2e, 0x2c, 0x1f, 0x41, 0x42, 0x43, 0x44, 0x45, 0x46, 0x47, 0x48, 0x49, 0x4a, 0x4b, 0x4c, 0x4d, 0x4e, 0x4f, 0x50, 0x51, 0x52, 0x53, 0x54, 0x55, 0x56, 0x57, 0x58, 0x59, 0x5a, 0x29, 0x3a, 0x3f, 0x21, 0x22 }; static padByte PTAT1[61] = { 0x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, /* flow control mapping */ 0x38, 0x39, 0x26, 0x60, 0x09, 0x5e, 0x2b, 0x2d, 0x17, 0x04, 0x07, 0x08, 0x7b, 0x0b, 0x0d, 0x1a, 0x02, 0x12, 0x01, 0x03, 0x7d, 0x0c, 0x83, 0x85, 0x3c, 0x3e, 0x5b, 0x5d, 0x24, 0x25, 0x5f, 0x27, 0x2a, 0x28, 0x40, 0x7c, 0x1c, 0x5c, 0x23, 0x7e, 0x97, 0x84, 0x14, 0x19, 0x7f, 0x0a, 0x1e, 0x18, 0x0e, 0x1d, 0x05, 0x16, 0x9d }; ... else { theKey = PTAT0[theKey]; if (FlowControl && theKey < 61) theKey = PTAT1[theKey]; ... I guess with some more efforts you could get rid of the second table completely, as it's mainly redundant - but it also depends on the performance constraints of "Key (padWord theKey)"...
  10. Print Star I & II: http://www.atarimania.com/utility-atari-400-800-xl-xe-print-star_16400.html http://www.atarimania.com/utility-atari-400-800-xl-xe-print-star-ii_16401.html I'm not sure where you can find them, but AFAIK the AMC titles where handed over to ABBUC as PD...(?) I guess @CharlieChaplin knows more...
  11. It's just that you like to have 144 addressable lines on the screen (more or less equally distributed across it) to have the same vertical resolution of a Gameboy - even I'm not aware of any serious port beside some demos. Seems so. 3840 is correct.
×
×
  • Create New...