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Found 7 results

  1. Who makes and sells VBXE...? Regularly with something resembling reliable response time? Is there an online store? US ideally, but if I have to go international, that's OK.
  2. I am looking to have an option to have a game cartridge be able to detect VBXE and load the image into VBXE memory. I see a few samples use the DAP file format but I am trying to figure out how to convert to the format from a Windows BMP file. I am using GIMP to edit the sprites at the moment and will be divided up for each sprite.
  3. I've got almost the entire Mines of Moria rogue-like game ported to the Atari, using VBXE and an Atarimax Flash 8Mbit cartridge. The only gameplay thing left to port is the "look" command. I will be adding joystick control, and a few other cosmetic things, and I will look into prerendering some levels and depacking from cartridge, as the random level generation is still around 30 seconds per level. I would appreciate any testing and bug reports though! Especially when it comes to the various spells, prayers, wands, staffs and potions and monsters. '?' brings up the help screen. CTRL-W enters wizard mode, which lets you cheat. CTRL-directions work in Altirra too, so you can use your direction keys (for up, down, right and left anyway.) A good page for Moria information: http://beej.us/moria/ The cart image is an Atarimax 8Mbit old style banking (cart 42 in Altirra). You need VBXE. The current colors are set for PAL. A couple of questions: What about colors of objects? I have some objects colored white and some blue. I couldn't decide whether to color all objects blue or white... monsters are currently red, which I think works fine. In some of the inventory screens there is a solid line below the inventory listing and in some there isn't. Which looks better? I restored some of the things I had initially changed (the history of messages are at 20 now), but monster recall/memories are currently not implemented. They will take a lot of memory and further cartridge banking, which may slow the game a bit. Are they important to the game play or not? (old moria players this question is for you.) Any questions or comments welcome. AtariMoria_55_alpha2.bin
  4. Sometime last year, I realized what great potential the VBXE has for BBS'ers. Having a full 256 character font, 80 columns, and the potential to support 8 background and 16 foreground colors means it could be used for a full ANSI/ECMA-48 terminal emulator. Right now, I have a demo program which does 80 column 16 color text on VBXE, with an IBMPC font (lots of ANSI BBS'es assumed this font for the extended graphics characters), interprets ASCII control codes (otherwise known as the C0 control character set as defined by the ECMA) and I just got scrolling done yesterday. It reads from a file right now, rather than an R: device. So I have zipped up the files with the source (don't copy without crediting me please) and put them here for people to see. ANSIVBXETERM.zip
  5. I'm choosing a host for my VBXE (Candle, V2), and I'm leaning toward a 64K, 600XL. Has anyone done this or know a reason why it would be more difficult than an 800XL or XE? -Larry
  6. Just in case anyone's interested, in my posting here, the attached program is capable of exporting compressed images. This is useful as a full screen VBXE standard resolution would be 80640 bytes if not compressed so it's a waste of disk/cartridge space. Currently, it uses deflate on 8kb blocks, although it will not compress a block if the compressed data comes out longer. This typically gives a 1/3 reduction in file size, but files from Amiga, C64 etc. give much better compression ratios due to the smaller palette count. For instance, this 320x200 picture would be 62.5k uncompressed: The PNG file is 30k, and the corresponding XEF file is 26.3k (I had to change the extension to .zip to upload): dotc.zip This format is currently in the less than useful position of not having an associated viewer on the Atari (although they can be previewed through the application, choose File | Open XeFlate...). I'm working on this at the moment, but if anyone would like to save me the trouble or comment on the format I'm working on, here are the details. The file is structured as follows: *************** * File Header * *************** Name Length (Bytes) Comment ----------------- --------------------- -------------------------------------------- Bits Per Pixel 1 Either 4 or 8 depending on the mode Graphics Mode 1 Values: 0x1F = VBXE standard 0x2F = VBXE low resolution 0x3F = VBXE high resolution Image Width 2* Width in bytes Image Height 2* Height in scan lines Block Count 2* The number of blocks of data in the file Palette Length 2* The number of palette entries in the file. If zero, the laoo.act palette can be assumed if the palette is not specified elsewhere. Palette Entries 3 x [Palette Length] The palette entries as (R, G, B) three byte tuples * Low byte first Then, there are [block Count] blocks, as follows: ********* * Block * ********* N.B. The data is currently compressed so that each block is <= 8kb in length when uncompresssed, due to the 8k bank switching arrangement used by VBXE this seemed expecient! Name Length (Bytes) Comment ----------------- --------------------- -------------------------------------------- Compression Type 1 The compression method used: 0x00 = None 0x01 = Deflate Further methods will be added e.g. RLE Compressed Length 2* The length of the block's data, in bytes, not including the 3 block header bytes. Data [Compressed Length] The block's data * Low byte first The following C# snippet illustrates loading an XEF file into a Windows Bitmap: // Read the file header // Mode byte bitsPerPixel = r.ReadByte(); byte graphicsMode = r.ReadByte(); // Size ushort imageWidthBytes = (ushort)(r.ReadByte() | (r.ReadByte() << ); ushort imageHeightScanLines = (ushort)(r.ReadByte() | (r.ReadByte() << ); int width = imageWidthBytes * (8 / bitsPerPixel); int height = imageHeightScanLines; byte blockCount = r.ReadByte(); // Palette (if specified - otherwise, assume the default VBXE palette) ushort paletteLength = (ushort)(r.ReadByte() | (r.ReadByte() << ); Color[] palette = null; if (paletteLength > 0) { palette = new Color[paletteLength]; for (int color = 0; color < paletteLength; color++) { byte red = r.ReadByte(); byte green = r.ReadByte(); byte blue = r.ReadByte(); palette[color] = Color.FromArgb(red, green, blue); } } else { // Otheriwse, use whatever colors we've currently got loaded palette = Atari.Colors.BrushColors; } int x = 0; int y = 0; Bitmap result = new Bitmap(width, height, System.Drawing.Imaging.PixelFormat.Format24bppRgb); // Read the blocks for (int block = 0; block < blockCount; block++) { // Get the compressed length byte blockCompressionType = r.ReadByte(); ushort blockLength = (ushort)(r.ReadByte() | (r.ReadByte() << ); System.Diagnostics.Debug.WriteLine(string.Format("Block {0} -> {1} bytes ({2})", block + 1, blockLength, Enum.ToObject(typeof(BlockCompressionType), blockCompressionType))); byte[] compressed = r.ReadBytes(blockLength); byte[] decompressed = null; int decompressedLength = 0; // On Atari - switch in the correct bank from VBXE memory and decompress to there switch (blockCompressionType) { case 0x00: // Uncompressed - copy straight to VBXE bank decompressed = compressed; decompressedLength = blockLength; break; case 0x01: // Deflate - http://atariarea.krap.pl/x-asm/inflate.html decompressed = new byte[0x2000]; using (MemoryStream ms = new MemoryStream(compressed)) { ms.Position = 0; using (DeflateStream ds = new DeflateStream(ms, CompressionMode.Decompress, true)) { decompressedLength = ds.Read(decompressed, 0, 0x2000); ds.Close(); } } break; } #region Plot the data on the bitmap (obviously redundant on Atari!) for (int i = 0; i < decompressedLength; i++) { result.SetPixel(x, y, palette[decompressed[i]]); x++; if (x >= width) { x = 0; y++; } } #endregion } #region Set the pixel aspect ratio (or set the XDL on Atari!) switch (graphicsMode) { case 0x1F: // Vbxe standard break; case 0x2F: #region Vbxe Low Resolution - rescale to 2 x width Bitmap scaledUpBitmap = new Bitmap(result.Width * 2, result.Height, result.PixelFormat); using (Graphics graphics = Graphics.FromImage(scaledUpBitmap)) { graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor; graphics.CompositingMode = System.Drawing.Drawing2D.CompositingMode.SourceCopy; graphics.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality; graphics.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.HighQuality; graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighSpeed; graphics.DrawImage(result, 0, 0, scaledUpBitmap.Width, scaledUpBitmap.Height); } result.Dispose(); result = scaledUpBitmap; #endregion break; case 0x3F: #region VbxeHighResolution - rescale to 1/2 width (Windows doesn't like rectangular pixels) Bitmap scaledDownBitmap = new Bitmap(result.Width >> 1, result.Height, result.PixelFormat); using (Graphics graphics = Graphics.FromImage(scaledDownBitmap)) { graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic; graphics.CompositingMode = System.Drawing.Drawing2D.CompositingMode.SourceCopy; graphics.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality; graphics.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.HighQuality; graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality; graphics.DrawImage(result, 0, 0, scaledDownBitmap.Width, scaledDownBitmap.Height); } result.Dispose(); result = scaledDownBitmap; #endregion break; } #endregion return result;
  7. With all the sio2pc-usb mkII finished, I am opening the VBXE production run pre-order thread... Details: This will be a run of the VBXE V2, exactly as candle made the last run (well i am using his files, so they should be the same ;'). You will have a choice of NTSC or PAL (I need a PAL machine, anyone have one cheap ;'), and the latest standard firmware or the VGA firmware. As long as there is atleast 10 orders, these WILL be made, but the more who order, the cheaper it will be and prices are in US Dollars... pricing: Inside US/outside US (price includes priority international shipping) $150/$160 - for up to 30 total orders $140/$150 - for up to 50 total orders $135/$145 - for anything over 65 orders... Pre-Ordering will last until December 9th. that is when the final pricing will be known, if by some stampede there is more then 30 pre-orders, then refunds will be given to the final price (honestly, I hope there is more, but with the interest expressed in the past, i dont expect more then 10-15 orders...) Delivery estimate is currently the 2nd or 3rd week of January, I was hoping for sooner by ordering the PCB's already, but real life had other plans for me... If you have ANY questions at all please ask... Also, anyone in a country outside of the US, if you live near others, and can combine international shipping, this would lower the price immediately atleast on that part... sloopy.
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