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Oh it is finished?

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LOL, when I understand the (bad) translation from google correctly. Then the game only runs with 640Kb (or 1Mb) or a special modified version of an Atari emulator I don't even heard about before? Well, I hope it will be available for 256Kb XLs some day. :(

 

Of course, if I misunderstood the translation I would love to be corrected :)

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i guess because of the preshifting of the data.

 

but as it will be a GR8 release I am sure it will run on a plain 64k machine with the GR8 cart holding the memory?

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i guess because of the preshifting of the data.

 

but as it will be a GR8 release I am sure it will run on a plain 64k machine with the GR8 cart holding the memory?

 

Dunno. I think as well that it is because of the pre shifts. As I assume the sprites are software sprites and these have some animation phases. I haven't played it on C64, so I don't know.

A possibility would be to compute the pre-shift for those sprites used only.

But I am not in any position to tell these guys how to code. They are far better and have more experience :)

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there is only cartridge version so far, and since this cart (corina - see bomb jake) can hold up 1mbyte of rom, then the author used most of it ;)

point of this was that it had to run on stock machine - as every other production from GR8 software

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LOL, when I understand the (bad) translation from google correctly. Then the game only runs with 640Kb (or 1Mb) or a special modified version of an Atari emulator I don't even heard about before? Well, I hope it will be available for 256Kb XLs some day. :(

 

Of course, if I misunderstood the translation I would love to be corrected :)

 

This game is available for ALL STANDARD Atari XL/XE with 64KB, thanks to cartridge called "Corina" (designed by Zenon and Nosty, maximum 1MB ROM memory, additional 8KB EEPROM to keep game scores, records, etc and real-time clock as option). However, GR8 Software holded up production of this game due to lack of time (GR8 Software is the one person only company).

 

You can prepare "Corina" cartridge yourself as design/documentation is available free. Than you can run it on your XL (even without memory extension). You should be happy that authors of "Corina" 1) spend their time for development game and cartridge, 2) made it free for all, 3) ask Laoo to prepare special feature for Atari++ emulator which let you check the game before you will invest money into building your own cart. You can also play "Yie Ar Kung Fu", earlier but playable version of "Yie Another Kung Fu" (needed 256 or 320KB, depends on version).

 

One more word about game requirements: as Candle explained, that cartridge offered 1MB of memory for coders. It means that Vega, author of game could work without saving memory... and he didn't :D. Normally this game would need less than 320KB.

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You can prepare "Corina" cartridge yourself as design/documentation is available free. Than you can run it on your XL (even without memory extension). You should be happy that authors of "Corina" 1) spend their time for development game and cartridge, 2) made it free for all, 3) ask Laoo to prepare special feature for Atari++ emulator which let you check the game before you will invest money into building your own cart. You can also play "Yie Ar Kung Fu", earlier but playable version of "Yie Another Kung Fu" (needed 256 or 320KB, depends on version).

 

That is very cool! Where can I find the documentation to build my own Corina cartridge. I remember looking once before and could not find it.

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and once again it doesn't work well on NTSC machines

 

Its coded in a PAL country.

 

I'm well aware of that. and I have both NTSC & PAL machines. However many NTSC users do not, therefore they are reduced to playing the game on an emulator. I think if you are going to write a game it should be playable on all hardware, or at least a patched version should be made availible.

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I'm well aware of that. and I have both NTSC & PAL machines. However many NTSC users do not, therefore they are reduced to playing the game on an emulator. I think if you are going to write a game it should be playable on all hardware, or at least a patched version should be made availible.

 

It depends on the programmer, their resources and the game. If the game is doing a ton of work in the vertical blank time you'll have a hard time adapting it to NTSC (from PAL) due to the reduction in the number of CPU cycles available. The sprite animation speed, colours, music and sound effects will need to be adapted too. Emulators will get you a long way developing games but they aren't a substitute for the real machine. Not all PAL developers have NTSC machines and trying to debug code remotely isn't always viable.

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post-6517-128387849445_thumb.png

 

Just found this.

 

Came from a Brazilian Forum and Yie Ar Kung Fu with all versions screenshots.

It's from 2006 July.

Begining of A8 development?

 

They say that A8 will have fights over different World locations , probably like International Karate.

 

 

I never see/read anything about this.

 

Any of A8 version "Mans" around?

Was it abandoned? This one probably because of the World Trade Towers?

 

What it 100% sure is that this Screen exists, any others also?

 

José Pereira.

 

 

 

 

(P.s.- They also say that "Yie Ar" in Chinese it's "One, Two" and have to be said as "Yee Err".)

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Will details of the cartridges workings be published so people like Phaeron from the Emulator Altirra can add support of the game?

 

That's if he wants to :)

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Will details of the cartridges workings be published so people like Phaeron from the Emulator Altirra can add support of the game?

 

That's if he wants to :)

 

It would be great to have Corina emulation in Altirra as I'm not a big fan of Atari++ emulator.

There are places with Corina description for, as far as I know, a non-commercial use:

 

Site runs by Zenon:

http://www.serious-dial.atari.pl/zzone/corina.html

 

Site runs by Nosty:

http://gr8.atari.pl/joomla/index.php?option=com_content&task=view&id=83&Itemid=44

 

Yep, both are in Polish, don't blame me :D. I wouldn't make an attempt to translate it due to my poor electronics dictionary.

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Thanks for clarification regarding the memory issue.

i was a long time absent from teh 8-Bit and it seems I missed a lot.

Just played the freeware version of Bomb Jake the first time :o

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Will details of the cartridges workings be published so people like Phaeron from the Emulator Altirra can add support of the game?

 

That's if he wants to :)

 

It would be great to have Corina emulation in Altirra as I'm not a big fan of Atari++ emulator.

 

 

Thanks Kaz

 

Btw, your games, demo's and utils are still august 7zips :)

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Btw, your games, demo's and utils are still august 7zips :)

 

Heh, I didn't realize someone is tracking this! :)

 

The AtariOnline.pl website was moved on to the new server and it makes some trouble in archiving databases. The God... ekh... the Admin is working on this problem :)

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Btw, your games, demo's and utils are still august 7zips :)

 

Heh, I didn't realize someone is tracking this! :)

 

The AtariOnline.pl website was moved on to the new server and it makes some trouble in archiving databases. The God... ekh... the Admin is working on this problem :)

 

Don't worry man, you have a fantastic website, hope you'll maybe share some great stuff for the new Atari User magazine :cool:

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Just adding this from Phaerons Blog, any thoughts.

 

"The bad news is that the version in the cartridge does not work on Altirra and probably doesn't on a real Atari, because it appears to depend on a bug in Atari++. The main portion of the game uses a display list that is one scan line too long: 240 scan lines + wait for VBL. This works in Atari++, but it doesn't work in Altirra, Atari800, or my 800XL, where every other frame is blanked. The disk version at http://yiear.atari8.info/ does appear to work."

 

Does this cart work on a PAL machine correctly?

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Sorry for the double post..

 

Please excuse the poor thought gone into the wording of my bit, looks a bit argumentative which isn't the case :)

 

Sorry...

Edited by Mclaneinc

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If the program stores the DList pointers during VBlank, then it should work in any environment.

 

I'd imagine that anything in late dev or ready for production would have addressed any such issues.

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bump..

 

Was hoping for an answer as to if this game works on a real PAL machine, if so can altirra be made to run it correctly?

 

Sorry, I'm a nosey sod :)

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