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  1. SuperBlitz with throttle control This enhanced military sim now let's you control the illusion! Featuring an improved Martial soundtrack, lighting strikes and Anti Aircraft missile systems. SuperBlitz is a rewrite of my 80's SuperBlitz port of Blitz that was sold on Disk and Tape and later a magazine type-in, the full history is in this thread: 10 Line Blitz is a new Atari game for the SuperCharger with many enhancements over 9 Line Blitz! 😎 Features: Algorithmic Music Composition - Changing musical scores and sound Fx, interactive and computer generated during gameplay. Ramping Difficulty - Game starts out easier to play than 9 line Blitz Optical Illusion - Optical illusion effect which vanishes as difficulty ramps! Advanced Play - BW switch Read hardware recommended and a classic Television, if using an emulator make sure to turn off phosphor effects and merge frames! BASIC just like you remember it back in the day! - This game was written in vintage BASIC using 10 lines of 120 characters or less: 0 data city 5,9,6,9,7,6,7,5,9,5,5,5,5,6,6,7,5,8,5,8,7,5,8,8,5,5,6,6,7,5,7,8,9,8,8,7,8,9,5,6,8,5,9,6,6,7,5,7,5,5,8,5 1 if g=0 then for j=0 to 9:player1(j)=189:player0(j)=pl(j):rowcolors(j)=178:next j else goto3:data pl 0,224,127,231,252 2 for j=20 to 71:k=j-20:k=city(k):for i=k to 9:vwpixel(j,i,on):next i,j:player0y=96:player0x=84:y=11:g=1:COLUP1=99 3 if f<player0y/52 and SWCHB|247=255 then f=f+1:goto 9 else AUDC1=7:AUDF1=BITIndex/5:AUDV1=BITIndex:f=0:rem Theme Music 4 COLUBK=0:AUDV0=0:scrollvirtualworldtoggle=1:BITIndex=BITIndex+1:missile0x=missile0x+2:data P 192,128,0 5 if joy0fire=1 and y>8 then AUDF0=12:AUDC0=9:SUSTAINFORFRAMES=15:x=BITIndex+9:i=96-player0y:i=i/10:y=1+i:remPlayahTune 6 if y<10 then vwpixel(x,y,bindplayer1):COLUP1=M(y):y=y+1:data M 99,84,180,164,50,68,196,148,244,84,36,9:rem Do Rainbow 7 if y<10 and vwpixel(x,y,poll)>0 then vwpixel(x,y,flip):player1x=0:player1y=0:AUDC0=y:y=21:AUDF0=4:AUDV0=15:rem Hit! 8 if BITIndex>71 then BITIndex=0:player0y=player0y-2 else missile1x=missile1x+1:missile1y=missile1y+3:rem 10LINEBLITZ 9 if CXP0FB>126 or player0y=0 then CXCLR=0:g=0:for i=0 to255:AUDF0=i:AUDV0=i:COLUBK=$34:next else missile0y=missile0y+2 The BASIC compiler for the SuperCharger is available free on my site here Have Fun! EDIT New version: 10LINEBLITZ II Waves and Mission What's new? rem --- 10LINEBLITZ II - Waves and Missions rem --- Insignia on your Plane is revealed after you complete your Night Mission! rem --- Multiple Waves over differently colored Sky's and Cities rem --- More optical illusions: Some color combinations create unreal artifacting such as textured bricks - complete several rounds and describe what you encounter! rem --- note: Classic hardware and a CRT required to experience artifacting textures and additional illusions rem --- unique features rem --- Each Wave achieved keeps it's colors in Attract mode rem --- Unlimited continues to complete the Missions until powering off SuperBlitz Throttle Control: SUPERBLITZ.bin 10LINEBLITZII (code in post 7) 10LINEBLITZII.bin Original version of 10LINEBLITZ: 10LINEBLITZ.bin
  2. Hey all. I need a memory refresher. With Color Stack Mode, can 64 different backtab images display on a screen in addition to GROM backtab images, or is the rule that only 64 different titles in total can display regardless of GROM or GRAM source? Thanks.
  3. Continuing my quest to document programs with no or poor documentation, request for HELP please. Way back when I received a disk containing a graphics program with file names and text content in French. The disk was labelled just jbm103, and contained a load program, an assembly program called SCR0 and several XB demo programs. Example: 5 CALL LOAD(-31890,56,0) :: CALL LOAD(-31964,56,0) 10 NO=4 :: RAYON=80 :: INCL=45 :: SI=SIN(INCL/360*6.2832) :: CI=COS(INCL/360*6.2832) :: HAUTEUR=25 :: CALL LINK("CLEAR") 15 CALL LINK("SCR2") 18 XX=128+RAYON :: YY=96+RAYON*SI 20 FOR T=0 TO 6.3 STEP 6/RAYON :: X=128+RAYON*(COS(T)-CI*SIN(T)) :: Y=96-HAUTEUR*SIN(NO*T)+RAYON*SI*COS(T) 25 CALL LINK("LIGNE",16,YY,XX,Y,X) :: YY=Y :: XX=X :: NEXT T 30 CALL KEY(0,K,S) :: IF S=0 THEN 30 ELSE CALL LINK("SCR1") If anyone recognises this form of code, the disk name, the code usage- probably from France! Please tell me! Who wrote this? Is there any documentation in any language available? I have the disk and can distribute it but it would be nice to have some authoritative instructions in addition to the sample programs. Thanks s jbm103.dsk
  4. Good evening, Before I start, please feel free to comment on anything here where I may be doing something silly, as openly classing myself as amateur Atarian here after returning to using after over 30 years, and as a kid I would have never dared open the box up or do any of this stuff. I'm enjoying playing here, and objective is to both restore system to best it can be and have some fun along the way. Hope my ramblings may amuse and appreciate any advice. I recently posted this regarding graphics issues with my 800XL recently recovered from the loft : I'm pleased to note that following advice, I found a power supply that seems to improve matters in terms of interference seen on screen (understanding noise from USB was a serious thing after trying a few alternate adapters and a 'professionally' made cable (e.g. not by me)). USB power always noisy giving varying distortion, so moved on. I still note that I see out of place hashed pixels, which when compared to same software on an emulator is not very clean, so believe I still have a graphics issue and would love to know best way to fix (did add myself to pre-order list for a Sophia, and wonder if that would bypass issue, or not?) Unsure what this PSU was originally for - I hoard stuff so had a box full, but rated +5V 2.4A - switching power supply made by "CUI STACK" . Anyway it's not fuzzy, just cleaner pixel issues, but this post not about that (unless general system issue and related, please comment). So, I received my SDrive Max that I ordered from voidabone on Ebay. I guess could have put one together and may later build another myself, but I'm lazy, and also I like the case that came with it. Generally love this thing. As lost/discarded tapes, I only had a few cartridges, so now able to load a lot of software sourced from http://a8.fandal.cz/ Found a few gems I used to play as a kid. Start Raiders (lost cartridge somewhere along the way), Draconis, Thrust, Ninja to mention a few. Great nostalgia. Interestingly though, some ATRs or XEX files will not load properly / fully. Same will load fine on Altirra-3.90 , but that's not just the same is it Many will not load with odd screen corruption just as it seems to be about to complete. Two to note as examples, Defender ends like this: Then goes to a black screen. Hijack! is most odd, it seems to fully load: Thing is, the train is animated, but the clouds do not move, the helicopter does not appear and music does not play. Cannot start game, just stuck there but scrolling text moves ok. Again, loads fine on emulator. This is where I get silly. Searching around I find a CAS file, and Wav for Hijack! on http://www.atari.org.pl/tape/4/atari-smash-hits-4-hijack! I have an Atari 1010, but it has a broken tray, and PSU dead. Again, I found a compatible PSU, and soldered to connector and got power and motor works, and moves after OPT+Start and a key. So I'm thinking : I no longer have anything to record tapes with. I did check as recently grabbed a USB walkman device to capture some old mix tapes I also found in the loft, but it won't record, I used with Audacity to record to mp3, but I digress (often). Seems I started investigating the dead 1010 years ago not realizing it was the PSU as screws were out and was all open. I get thinking - What if I can find on the board where the audio comes in from the read-head and insert signal from a PC. I have a nice little "Maker Hart" mixer that I use to take sound from my work laptop, 2 PCs and an Alexa, and it has a 'record' output that sends a non-amplified signal out. This was mostly blind luck, as with it powered and connected to Atari, I was checking voltages where I thought it was (with Atari in START-Opt mode ready to load), and as I probed with a meter , i hear a slight audio buzz. Out comes the soldering iron and ......well: and before long, after playing hijack!.wav file in windows media: Then a false start: So I tried another file and after a time: So, went back to Hijack! and similar error. Then remembered I used to have to forward wind some tapes past the leader else they failed to load for some reason, so I started file a bit later. This time, loaded to about last 4 blocks, then heard a familiar change of tone and load failed. I realize perhaps a notification came up on PC, so disabled network via ncpa.cpl and tried again and finally in' in, have properly loaded title screen and i'm playing: Please note the pixel garbage on far right of picture, which i seem to get on a number of games I load. So conclusions: - There is nothing about this game it's self that my Atari doesn't like, as I can load it from tape (well sort of) and play it. - The S Drive Max seems to be source of problem loading some files. It's running KBr V1.2 , and I re-flashed it from PC after something silly happened and I seemed to be stuck on a reversed screen with touch-screen not responding. I realize from further reading around I perhaps could have done something else to re-calibrate, however it was on V1.2 anyway, so I assume my re-flash hasn't caused this (not 100% if was issue before, as I was still getting to grips with it). - I think lock-down has sent me a little crazy re trying my 1010 tape hack. This pretty much working first time has amused me a little too much Any comments on fixes for the S-drive loading issues or the slightly off graphics would be greatly appreciated. I believe it's quite a high percentage of software that will not load. Perhaps not 50%, but a lot. Take care all. TJ
  5. Wondered if anyone has a copy of 3D Galax by Gremlin Graphics that they possibly would consider parting with? Thanks!
  6. Finally got around to processing the scans for this interesting and formerly unarchived program. This is from a sealed copy that I opened and imaged a few years back. The ZIP file contains the following: 1. ATR 2. PDF Manual 3. Hi-Res versions of the images shown here Drawpic.zip
  7. Hey all. With the below program, can someone help me understand some stuff: 1. How to use the SPRITE command to overlay bitmap "yes" on top of bitmap "no", setting both in Double-Y MOB mode, so they look like a high resolution, two-color item, fitting into a single tile 8x8 space. 2. How to use the PRINT command to place bitmap "maybe" on any card on the screen? showing and placing ROM text is cleanly explained in the IntyBASIC manual, but I am not making the mental leap on how to do the same with an 8x8 graphic unit. The line "PRINT AT 200,$19D9" puts the bitmap in tile #200 but I don't understand how that relates to "DATA $007E,$007E,$003C,$0018". Thanks! REM Command: intycolor -b -o60 -s0000 -p yes.bmp yes.bas yes REM Command: intycolor -b -o62 -s0000 -p no.bmp no.bas no REM Command: intycolor -b -o59 -s0000 -p maybe.bmp maybe.bas maybe REM Command: intycolor -b -s0000 -p myback.bmp myback.bas myback REM stub for showing image MODE 0,0,0,0,0 WAIT DEFINE 0,16,myback_bitmaps_0 WAIT DEFINE 16,16,myback_bitmaps_1 WAIT DEFINE 32,3,myback_bitmaps_2 WAIT DEFINE 59,1,maybe_bitmaps_0 WAIT DEFINE 60,2,yes_bitmaps_0 WAIT DEFINE 62,2,no_bitmaps_0 WAIT PRINT AT 0,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 PRINT AT 20,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 PRINT AT 40,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 PRINT AT 60,$0000,$0000,$0000,$0802,$080A,$0000,$0000,$0000,$0812,$081A,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 PRINT AT 80,$0000,$0000,$0822,$082A,$0832,$0000,$0000,$083A,$0842,$084A,$0852,$0000,$0000,$0000,$0000,$085A,$0862,$0000,$0000,$0000 PRINT AT 100,$0000,$0000,$086A,$0000,$0872,$0000,$0000,$087A,$0000,$0000,$0882,$0000,$0000,$0000,$0000,$088A,$0892,$089A,$0000,$0000 PRINT AT 120,$0000,$0000,$08A2,$0000,$08AA,$08B2,$08BA,$08C2,$0000,$0000,$08CA,$0000,$0000,$0000,$08D2,$08DA,$0000,$08E2,$0000,$0000 PRINT AT 140,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$08EA,$08F2,$067A,$08FA,$0902,$0000,$0000,$090A,$0000,$0000 PRINT AT 160,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$084A,$0912,$0000 PRINT AT 180,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 PRINT AT 200,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 PRINT AT 220,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 WAIT PRINT AT 0,$19E6 PRINT AT 20,$19EE PRINT AT 2,$19F7 PRINT AT 22,$19FF PRINT AT 200,$19D9 loop: GOTO loop ' 35 bitmaps myback_bitmaps_0: DATA $0100,$0C07,$1008,$4020 DATA $8000,$4040,$4040,$4040 DATA $0100,$0C06,$1010,$4020 DATA $18F0,$0808,$0404,$0202 DATA $0000,$0000,$0000,$0100 DATA $4040,$8040,$8080,$0080 DATA $4040,$4040,$2040,$2020 DATA $0000,$0000,$0100,$0201 DATA $4040,$8040,$0080,$0000 DATA $0101,$0101,$0000,$0000 DATA $0000,$0000,$8080,$4040 DATA $0000,$0000,$0000,$0300 DATA $0000,$0000,$0000,$C000 DATA $0101,$0201,$0402,$0404 DATA $2020,$1010,$1010,$1010 DATA $0404,$0808,$1010,$4030 myback_bitmaps_1: DATA $4040,$2020,$1020,$0810 DATA $0C04,$1010,$2020,$4040 DATA $1820,$0404,$0102,$0001 DATA $0000,$0000,$0000,$8000 DATA $0804,$0808,$1010,$0000 DATA $0408,$0202,$0101,$0000 DATA $0000,$0000,$0000,$3FC0 DATA $0000,$0301,$0C04,$E010 DATA $8040,$0000,$0000,$0000 DATA $0408,$0404,$0202,$0202 DATA $0000,$0101,$0201,$0402 DATA $8080,$0000,$0000,$0000 DATA $6040,$2020,$1010,$1010 DATA $0101,$0000,$0000,$0000 DATA $0000,$4080,$2040,$0718 DATA $0000,$0300,$300C,$00C0 myback_bitmaps_2: DATA $3008,$00C0,$0000,$0000 DATA $0808,$0404,$0202,$0302 DATA $0000,$8000,$4080,$0000 yes_bitmaps_0: DATA $FFFF,$0101,$7D7D,$4545 DATA $5D5D,$4141,$7F7F,$0000 no_bitmaps_0: DATA $0000,$FEFE,$8282,$BABA DATA $A2A2,$BEBE,$8080,$FFFF maybe_bitmaps_0: DATA $007E,$007E,$003C,$0018
  8. Hi there, first time poster, so apologies if Im in the wrong place for posting this.... I tried to set up my wife's SNES before Christmas to play some games with her, but I had this graphical issue: http://imgur.com/jio6NoN This happens with all of our games, and doesnt change based on using the RF connector or the A/V one either. Ive also tried rubbing the contacts on the console with a piece of cardboard (its what I had to hand) and rubbing the contacts on the carts too. Im just wondering what my next step would be, my wife loves her SNES, she has had a long time, and we dont want to have to throw it away. Any help would be very much appreciated. Thanks
  9. We would like to invite the Atari community to a little online competition we organize each year called Retrospectiva. There are three categories in the competition: - BASIC games (any BASIC variant, so you can make your game in the standard BASIC or if you like any BASIC expansion) - Graphics - Music The competition is open to all 8-bit platforms, the only exception we make is for the TI-99/4a. The competition started on May 14th, but you have more than ten months to submit your entry. Thanks to the collaboration of Fundación Museo ICATEC (an Argentine Computer Museum) there will be prizes awarded to the first place of each category. You can read more here: http://rsp.retrocomputacion.com/?lang=en (Note: Many thanks to Albert who granted me permission to post this as my first message on AtariAge forums)
  10. Hey, Pixel Here. I was wondering if there were new graphic trickery techniques that exist, or are very similar to the ones found on the Atari ST’s eternal rival, the Commodore Amiga series (Extra Half-Brite Mode, Hold-And-Modify Mode, COPPER, etc.) Also, I want to know about the graphical capabilities of the Atari’s T.T / Falcon 030 (Resolution, Palette, etc.) Thank you, and please respond!
  11. ...but i can't draw! example: http://lpugh.deviantart.com/art/8-Bit-Firefox-Icon-215241134 am working on a game engine (for both Windows and Linux but mainly Linux) but not necessarily a game and am in desperate need of retro-themed or retro-styled 8 bit and or 16 bit images. non-game specific. doesn't matter. any format. any image. (even an found an icon that looks like an 8 bit version of the 24 bit firefox icon). help? sorry for the multi-cross-post but as my project is not game/machine specific...wasn't sure where to post it? O_o
  12. Wow, this is my first post here in six years, back when I got the system. Hello again, everyone! Anyway, I recently acquired a copy each of Pitfall II: Lost Caverns and Solaris, and I've been having a bit of trouble with them. Of my ~100 other cartridges, only one is broken (Home Run, which I don't care about), and the rest work fine. Judging by guides, I believe I have an NTSC heavy sixer unit (model CX-2600), but I cannot absolutely confirm that. I know there are some strange incompatibilities between different versions of the system, so I figured I'd make sure to tell you about my console. With my games, here are the problems I have. Pitfall II: Lost Caverns This copy seems to display ladders all over the place, including in lieu of the blockades between areas. The last digit of the score is also garbled. All sprites appear normally. The game plays perfectly fine otherwise. I have deep-cleaned the connectors and the inside of the cartridge to no avail. I have no idea if the cartridge or the system is faulty. And just for fun, while cleaning it, I found out you could distort the music by touching the reverse side of the board with an isopropyl alcohol-dipped Q-Tip while the game is running. Cool! Breaking Pitfall II's sound.wav Solaris This game seems to have vertical sync difficulties: WP_20141113_016.wmv This baffles me because the game is the NTSC red label release, not a PAL release where I'd expect something like this on an NTSC set. At the moment, I can only test the system on two TVs. The other one handles the sync a little better but cannot cope well with the low signal strength from the system. Here's plain old Basic Math: So my overall question is this: is there something wrong with either of these cartridges, is my system at fault, or is there a weird incompatibility involved?
  13. I already dropped an email to Seb, and I am still waiting for a reply. But I thought I might be able to save him some time by asking for help here. I have been beating my head against a wall for a few days on this one and can't figure it out. So, any suggestions are appreciated. I am learning from his Example #2 program how to use his llinear and affine transform functions. I have a basic understanding of how to use the functions, but what has me confused is the visual difference between my program and his example program. In my program, when I make a translation or rotation with the affine/linear transform functions the graphics data will "smear" in the frame buffer. I have seen this before when manipulating frame buffers with the fb2d functions in the past. In the example program, this doesn't occur though. Somehow the fame buffer is cleared, and the graphics data is updated with no smearing between frames. I am thinking it might have to do with my graphics data not being created correctly, as I have copied his example code, line for line, with the only difference being the graphics data. And any other differences in code, I have tested to see if they make a difference with no results. This leads me to believe there is something fundamental with exporting my graphics that I don't understand that is creating this difference between my program and the example program. I have tried various bit depths, and other options with the removers image converter with no success. I have uploaded the source C files for both the example and my program for comparison. Also a video file for for comparison, since most people probably aren't setup to build programs with the removers library (first program is the example the second is my program). Thanks in advance for any help! Example Program - https://drive.google.com/open?id=1mJX9XcSJ64zL-ndVxXLAzwTnPNIo_C70 My Program - https://drive.google.com/open?id=1wlf6ZeYIlNJQynaDuEKgDr0Pj1P2pxz1 Video - https://drive.google.com/open?id=19fO04bKRaan9GsMsT2PSVtSoKYCXrSPB
  14. I am starting this thread to collect various examples of bitmap graphics programming in fbForth 2.0. This first example is a quick-and-dirty joystick drawing program, JDRAW , ported from the program of the same name I wrote four years ago for TI Forth in post #48 of thread, TI FORTH Version 3.0 dated October 20 1982. As I stated then, it is a pretty useless program except as a demo and proof of concept. It uses the CRU mode of JOYST for joystick-only use. There is a three-choice menu accessed with the fire button. The choices are P—Toggle pen up/down [blue pen = pen down; white pen = pen up] D—Toggle draw/erase [ solid pen = draw mode; hollow pen = erase mode] Q—Quit program The joystick moves the pen around the display screen. There is much that could be done to make it more useful. One such thing would be to provide finer control over the pen—reaction to joystick movement is too fast for any useful drawing. Another would probably be to dispense with the menu and use the fire button for pen-up/pen-down. But, that leaves managing draw/erase mode, which would probably require using the JOYST word in keyboard (KSCAN) mode. Anyway, here is the fbForth 2.0 source code for JDRAW : I will add a blocks file, later. For now, you can paste this in Classic99 at the command line of fbForth 2.0. Start the program by typing: JDRAW ...lee
  15. Hello! This is the new demostration for Atari ST by BITS: BITS 0061 waving scroll, fractal tree+grass, parallax scroll, sprites. Download: http://thebitsclub.tripod.com/demo/BITS0061-ST-20140628.ZIP Goodbye, BITS Visit: http://thebitsclub.tripod.com/index.html BITS0061.TXT
  16. So my TI-99/4A has been acting up lately. In some games, like BurgerTime or Parsec for example, the system will lock up. Sometimes it will just stay frozen, sometimes the console reboots, and sometimes random graphics corruptions and characters appear all over the screen. I should also mention that sometimes when powering on it will lag for a few seconds longer than normal before getting to the main screen, and there is no beep when that happens. Probably unlikely, but is it possible that the power board is failing? Thanks in advance! P.S. I've also found that pressing on the middle of the top at the back will cause the corrupted graphics as well.
  17. Expanded BASIC by Tino Deleurgo is a series of packages that add some nice features to the Coco2. I previously posted LINES on a Coco 2 with 8 colors using Tino Deleurgo's Expanded BASIC utility package. It utilized semi-graphic capabilities and is a rather nice package with lots of nice features. Unfortunately the manual isn't that great. Tino uses a tutorial structure in the manual that makes it hard to find the commands and what they do. So I wiped up a quick reference manual for myself and decided to post it. http://atariage.com/forums/blog/528/entry-15937-coco-2-expanded-basic-quick-reference-manual/ also here is the post where I used Expanded BASIC to create some graphics in 8 colors. http://atariage.com/forums/blog/528/entry-15915-coco-2-lines-in-8-color-using-expanded-basic/ Nice package, worth looking into.
  18. Hey all. While noodling with a MOB concept, I created a 16hx8w pixel image in Windows with two colors and a black background. I am now trying to find a program/method that will resize it into an 8x8 image without anti-aliasing or other "tricks". I just want to squish the image so I can preview it before I convert it into a proper sequence of GRAM blocks. Because I used two colors while painting, I understand that the final thing in my game will use four characters, but for now I just want to draw and preview and stay in Windows (GUI or command line makes no difference to me). I think this is the most expedient way to think through how a MOB will look when it is actually in a game, but I am open to all alternative ideas... Thanks.
  19. Like the topic says.... is there a way to use PLOT and DRAWTO to quickly drawn lines with the line drawing characters? Here's what I understand so far after some research: You can use PLOT and DRAWTO in a text mode. The COLOR statement is used to determine what character is output. The COLOR statement is ranged 0-255 (8 bits), but the 1st two bits are said to control color of character, and the last 6 to identify which character. Six bits only allows for 64 possible characters (out of 128 + another 128 inverse). When I wanted to plot an ATASCII 17 (upper left corner drawing character), I instead neded up with a Q, ATASCII 81 (in the next set of 64 chars). So, how do I plot box corner characters and "draw" box side characters between them? Also I'm pondering... normally the COLOR statement determined which color register will be used for subsequent plots. There are 5 color registers (0 - 4). When doing graphics, the least sigificant bits given to the COLOR statement determine which register, Why is it that the same COLOR statement, when using for text mode, has the two most significant bits deal with color? Also, since it is just two bits, it could only refer to teh 1st four color registers and not the 5th one. That's okay I suppose, but do they even refer to color registers at all? Any of you gurus able to help clear this up?
  20. This is my new converter (also) to Atari palette color. Programmed in FreeBASIC. Support for BMP format. Review: http://www.softpedia.com/get/Multimedia/Graphic/Graphic-Others/RetroPaint.shtml Direct download: http://www.instaluj.cz/retropaint/download Youtube: https://www.youtube.com/watch?v=Q4b1e_shan0 Conversion to ZX:
  21. I'm interested in doing some pixel art based on the specs of the 5200, and I wanted to see some examples of the best looking games for the system (Homebrews included lol). Any suggestions?
  22. So, I know that the main CPU runs at 1.19 Mhz, and I also know that the TIA is 3 times as fast as the 6507, so it runs at 3.57 Mhz. How would I figure out how long a single color clock takes to execute?
  23. How would I to make any character in any A2600 game a two colored character? Like Pac-Man being orange and black, and the Mrs. Red and blue. What code do I need to alter to accomplish this? Is it the same way in other games as well?
  24. I'm not new to drawing sprites, but I am new to worrying about keeping things to 16 (15?) colors. I have a few questions, one regarding lynx specifications, and 1 regarding workflow in gimp which I am a little new to. 1) So I read that the lynx is limited to a 16 color palette per scene/level. I know you can get fancier with a few tricks, but I have no trouble working within those confines, as most commercial lynx games did. Along those lines, I thought I read something here in the lynx programming contest thread, that 1 of the 16 colors is set aside for transparency? In that case, when making sprites, is it true that I should then use only 15 of the 16 colors in the palette on the actual sprites, for the colors and parts of the sprite that I want displayed? 2) Gimp workflow: I have figured out how to create a palette by importing colors from a picture. How do I set a palette as the "only" colors for a picture - such that I could maybe drop in a sprite I have created without concern to the lynx palette, and have it forced into the limited palette I set? I know this isn't programming, but figured it belonged in this forum rather than the general lynx forum. Thanks for your help!
  25. Talking about a possible version of Donkey Kong for the Lynx made me think (again) about a topic that has bothered me a while. I'm talking about the right way to cope with the Lynx very low resolution, and the unusual aspect ratio. Let's face it, pretty much all classic games were developed with a 4:3 aspect ratio in mind, and higher resolution. Or in the arcades for vertical screens. So Lynx ports of such games have a problem to deal with to begin with. The example of Donkey Kong for one is, that it is originally a non scrolling game, and the player is meant to see the barrels the moment the ape throws them. He can thus plan his strategy. We have the DK sourcecode available now as it was used for the Atari 8-bit computers; running in 320-200ish resolution (or 160 stretched) This is how the game roughly looked on the Atari 800: Now if we went with the original graphics plus scrolling, this is what it would look like on Lynx, bar life, score etc which would take a few more pixels away. Is this desirable? Would people want to play such a version? I don't know. I already have the player sprite more at the bottom so the player can look higher u, but still I feel the overview is too lacking. The alternative would be redrawn graphics to fit on a single Lynx screen. Less detail, but more accurate gameplay. I have made this mock up for the Lynx in vertical position, and I have already posted it numerous times; it is but a try to fit the game on one screen. I have not yet tried to squeeze it on one horizontal screen, but it would definitely look even more squashed. Now this is not only about Donkey Kong (that's just the specific game that brought the problem back to my mind), it's an issue for many possible games; and even the dev back in the day dealt with it differently. See Double Dragon: the sprites here have original arcade size, being almost screen filling. in the arcade game and most home ports, the sprites appeared rather small with a wide look at the surrounding. to the left the Lynx, to the right the Master System: Ironically, despite the overall higher res of the SMS, the devs made the sprites smaller than Telegames made the Lynx sprites. The result is that while the game looks almost arcade perfect on pics the Lynx screen is very crowded and you don't see what's coming; the SMS version, while not as pretty retains the true DD gameplay. Which way would you go? With Ninja Gaiden III the approach was the exact opposite. Left on the Lynx, right on NES. Here the developers basically squeezed the entire NES screen on the small Lynx screen; it's almost as if they used an automatic resize option of some graphic program. The result is full overview over the game, but admittedly the sprites have lost all detail and it's hard to tell what they are supposed to be. And I feel that other developers had to trade off gameplay for looks or vice versa also; Electrocop comes to my mind, where I really wish I could see more of my surroundings to have more time to react. Or Zarlor Mercenary, which being a vertical shooter on a horizontal screen leaves you very little time to react imo. The old fake Mortal-Kombat-II-demo... GadgetUK considers doing a demo of MK for the Lynx, and again I've been thinking if this is a good size for the sprites. Characters can jump quite high in MK, how would that work here with such a zoomed in view? it would also be impossible to get a good distance between you and the enemy. Yet downsizing the sprites would take away from the MK look. I am really wondering what you all think in general about that problem. What would you do? After all homebrewers work for the community to enjoy the games, but I'm just not sure how things like these are best handled.
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