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pirx

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About pirx

  • Rank
    Moonsweeper
  • Birthday August 28

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  • Gender
    Male
  • Location
    Miami, FL
  • Currently Playing
    AVeryBreakout

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  1. Oh thank you @Probabilitydragon, I have a very well formed support group that is encouraging me to return to the trade. Right now struggling with real life, but I promised myself to return to 8-bit world this year.
  2. Hello, in the "current" version of our scorch the only defensive weapon are parachutes. They were difficult to implement so we thought the rest would be easier : ] The version on the github is not really abandoned, I just do not have energy required to get it going again... I would be lying about not having time, because I could now be coding and I am typing here :))))))
  3. As for high score I had to stop here because my fire finger got sore :))))) BTW - after ~~ 10mins the "attract mode" kicks in, but it is cool, it adds an eerie feeling :] to clarify, I am a big fan, just pointing out where it can get even better
  4. with regards to PAL/NTSC checking: http://www.atarimania.com/faq-atari-400-800-xl-xe-how-can-software-detect-ntsc-versus-pal-secam-computer-types_79.html As you can see NTSC has got less lines, so this might be the cause of blinking. for the time, just count 50 or 60 frames for a second for PAL/NTSC respectively. BTW - I am a PAL guy and I am sad now when I see my demos failing on this side of the ocean ;]
  5. super cool little game, especially for me living right now in miami. it's got this miami vice vibe 80's few remarks: - i do not know how to fix it, but the "winning" strategy is just running left and right while poking each flamingo. maybe some kind of penalty for poking birds too often? - blinks on NTSC. shorten a DL a bit maybe? - is time on NTSC calculated right?
  6. Our TOMS Copy supports 512 sectors, but as this is supposed to work with IBM compatible disks I doubt it would work with Atari formatted 512 sectors.
  7. just used your TTF, thanks man
  8. The very detailed and in-depth research of POKEY by @pavros, continuation of work of beloved @analmux et al. has been just published on atarionline.pl (http://atarionline.pl/v01/index.php?subaction=showfull&id=1564612394&archive=&start_from=0&ucat=1&ct=nowinki). It was previously available in the latest issue of Atari Fan - twenty pages of dense wizardry, but now you can download the whole thing including demo programs and source code. Unfortunately the whole saga is in Polish language only, but we shall be able to help somehow if such a help is needed. The pack is here: http://atarionline.pl/pliki/pavros_znieksztalcenie_C.7z
  9. solid prod, kudos @Gibstov! very loose remarks as you are still developing the prod: - I was pressing START button like mad when in the menu screen to no avail as seeing "START" on screen made my neurons work this way. maybe you could check CONSOL there? - my pony does these jerky moves when colliding with background - as a retired games dev I understand this is a very difficult task to make collisions work nicely, but maybe a tweak here or there could help? - you need a tune and a splash screen, call for it and mega-helpful artists will help!
  10. Yes, it is the same in Atari Basic. Turbo Basic XL alleviates it by storing a table with line addresses.
  11. For SDX format do try Micro SpartaDOS by Jiri Bernasek and later our modest improvements.
  12. This ASM routine will not help as the problem is in the code around. You can check joystick and move x and y this way: s=stick(0) dx=(s=7)-(s=11) dy=(s=13)-(s=14) x=x+dx:y=y+dy It can be speeded up with s=stick(0)=x+(s=7)-(s=11):y=y+(s=13)-(s=14) For checking boundaries you can use a similar trick: x = x + scrX*((x=-1) - (x=scrX)) y = y + scrY*((y=-1) - (y=scrY)) Where scrX and scrY are dimensions of the screen. This wraps x and y around the screen, it can be modified to your needs. Definitely avoid GOSUBs as these are slow. Better have some fall through code or even inline if the subroutine is small.
  13. I've just got this idea, what about using Huffman coding where alphabet is build from 72-bit letters (9 bytes). If the entropy is low (and it is in SAP Type-R), this would yeld well over 9 times compression. Just looked at the real data - 89KiB SAP contains 790 symbols with this frequency: 1,8,8,8,1,6,6,8,1,8,8,6,8,1,2,142,69,59,142,47,3,24,20,22,7,2,3,25,12,12,12,60,5,28,28,29,3,10,22,14,13,18,2,2,2,1,1,1,1,1,5,14,32,11,17,5,48,8,22,16,20,1,44,5,22,17,17,3,27,8,12,9,7,2,1,1,2,8,8,14,5,4,3,20,8,7,9,1,6,6,8,6,6,6,3,6,6,3,3,7,1,9,6,7,6,3,3,6,1,11,4,2,6,10,5,6,5,4,2,2,1,1,4,5,2,1,1,6,19,15,18,14,11,14,3,15,18,14,7,3,14,47,64,38,138,142,17,88,72,56,4,18,296,47,29,22,16,68,48,38,23,4,12,16,12,8,4,6,4,4,2,5,2,3,4,2,20,40,20,16,10,16,11,9,52,3,13,31,31,24,12,2,64,28,23,24,14,10,14,10,5,2,2,4,20,13,11,123,19,12,16,12,12,12,18,12,12,12,12,34,12,12,6,13,12,6,12,12,12,12,16,14,11,11,6,12,6,3,39,9,6,9,6,6,6,9,6,6,3,9,12,85,35,12,12,6,18,12,17,12,12,12,18,12,12,12,2,6,9,7,6,61,1,8,6,9,6,6,6,9,6,6,6,6,16,6,6,3,2,6,6,3,6,6,6,6,14,10,1,5,1,6,9,6,62,7,6,7,6,6,6,9,6,6,6,6,18,6,6,3,2,6,6,6,6,6,6,9,6,6,6,1,8,2,3,6,2,6,11,5,8,6,9,6,6,6,9,6,6,1,1,1,1,2,7,4,1,1,2,1,1,1,1,1,1,1,8,6,4,2,1,1,1,2,2,2,2,1,1,1,1,4,32,84,4,4,51,8,32,83,5,2,5,57,6,16,22,2,4,1,2,59,1,2,8,6,4,4,8,6,8,8,4,6,4,4,8,4,10,9,4,3,2,2,4,3,4,4,2,3,2,2,4,2,5,4,2,3,2,4,3,4,4,10,1,11,11,11,1,5,108,66,52,48,90,97,92,78,71,92,90,103,15,74,66,7,26,70,101,54,50,20,2,4,10,14,8,8,6,4,6,4,2,2,4,6,4,2,4,2,2,4,5,5,4,2,17,37,21,16,6,4,1,5,4,4,4,6,4,2,4,3,1,4,2,10,14,8,8,14,12,17,12,9,8,12,8,1,7,8,1,5,10,14,8,8,4,3,4,15,10,8,8,1,4,6,4,4,4,4,8,4,4,2,5,13,17,13,12,8,22,6,24,60,88,47,43,29,29,31,24,3,10,13,12,10,6,9,22,14,10,3,15,13,15,12,6,5,3,1,14,17,19,13,9,1,9,5,3,4,1,5,4,4,4,4,1,4,4,5,4,4,2,15,35,52,28,24,42,28,3,39,28,18,6,22,25,26,16,23,3,16,13,17,23,18,5,14,11,7,16,6,4,6,4,2,4,4,4,2,2,4,2,2,6,3,6,6,6,10,1,3,7,13,10,3,12,10,5,3,15,12,18,12,6,6,12,15,10,3,12,10,5,3,1,1,1,1,1,1,1,1,1,4,9,15,7,7,1,7,6,1,7,6,1,1,10,15,10,10,6,4,1,1,1,2,2,1,1,1,1,1,2,30,5,3,7,5,71,6,6,7,7,1,8,1,9,6,6,11,2,5,2,6,1,1,2,1,3,3,1,10,10,1,1,2,1,2,4,3,2,2,2,2,1,2,3,2,2,2,1,2,2,3,2,1,1,1,1,2,2,1,2,2,1,1,1,1,1,1 a lot of singletons, unfortunately, but still looks promising. The only issue will be the large symbol table (do not remember the correct name). Another idea: split SAP-R to 9 streams, delta them (good especially for AUDCn) and huffman, reverse when playing. Will result in small symbol tables and quite large decompression routine :]
  14. Do you know of any streaming compression of a decent quality - would be perfect for SAP Type-R sounds.
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