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Project-M 2.0


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This may be a dumb question (my speciality), but if the graphic mode was changed to the 9 colour GTIA one, and each line was doubled in the display list, would the engine go any faster, without the extra colour processing?

 

yes

Edited by ANTIQ
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This may be a dumb question (my speciality), but if the graphic mode was changed to the 9 colour GTIA one, and each line was doubled in the display list, would the engine go any faster, without the extra colour processing?

 

A "little". First I wouldn't need to do the IRQ processing to alternate between gtia9 and gtia11 every scan line. That would save me like 3000 cycles per hardware frame. Also I wouldn't need to update the "color" part of the screen (the gtia11 lines), but that doesn't take much time because I only update the parts of the screen that changed, between the current frame and the previous frame in that buffer (and those are few).

 

It would look "brighter" but without any color..

 

(Is not a dumb question!)

 

Regards.

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Further, if your engine can handle maps...

What?

True, It didn't know how to phrase it better with a few words. So here is the same thing with more words :)

The question was, if the engine is so general/flexible that you can input any map data to it.

So that someone just have to make a "Textfile" with a layout of a level and it can be used.

 

If it is still unclear just let's forget about it. As i think the answer is yes anyways ;)

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  • 2 months later...
  • 3 weeks later...
  • 2 months later...
  • 1 month later...

in theory...

 

could it be ported to the 5200 with the ultimate sd cart?

 

 

 

 

 

 

 

 

Hi all!

 

At last, after a year of doing nothing, I got some time at the end of this year to advance this thing (a long vacation!). After like a month and a half of "casual" work I got to the point where you can move freely through the maze(s), and also added a lot of details and tested some ideas.

 

There are 2 versions: PAL and NTSC, they only run in the correct machine and are almost equal. The colors are adjusted to be similar and the music plays at the same speed (NTSC drop one of every six music steps, but it sounds pretty good). The PAL version is the better one because of the PAL artifacting and the "longer" frames, but in general they are pretty similar.

 

Try this in Altirra 1.8 for the best results. For PAL you need to select in "System->Video": "PAL" and "PAL artifacting". Also in "Adjust colors" the preset "original". For NTSC unselect "PAL" and select the color preset "Authentic NTSC".

 

I had not tested this in real machines, but I cleaned up the code so not to load anything below the 10K mark, so I hope this helps those with modern load devices.

 

I added a little intro, mostly to showcase the great music from Miker :D. Many thanks as always for all those songs!

 

Basically, now you can move through the maze, picking up keys and some gold treasures, opening doors and founding secrets. There are no enemies or "visible" sprites yet, so I added a "graphical" way to show that you picked up something (anyway I generally put things near golden walls.. I'm not that bad a person :)).

There are 3 types of doors: blue ones are free, green ones need a key to open and red ones cannot be opened.

Try to use "wisely" your keys (yes, right now is mostly trial and error..) and try to end the "game" with more than $600! (well, there is not really an "end", is just the last maze :))

 

I implemented different methods of control, so you can choose the one that fits you better:

 

-> by joystick: up/down moves forward and backward, left/right rotates, button+left/right strafe to the sides, button while looking at a door (needs to be at the tile beside the door!), opens the door.

 

-> keyboard:

- arrows (with or without [control]) and W,A,S,D: moves and rotates.

- [shift]+left arrow/right arrow: strafe left right

- Q and E: strafe left right

- Z and X: strafe left right

- [space bar] or [return]: open doors

 

(In emulation, in a PC keyboard, I like to use the arrows and Z,X to strafe)

 

-> other keys:

[control]+M: music on/off

[control]+R: rotation speed (between 1 and 5)

[control]+P: old hud effect plus a "classic" vcount rainbow :)

 

Right now there is no restart method, sorry for those that play in real machines :).

 

Technical post and spoilers later :)

 

Regards!

 

project_M_2.zip

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in theory...

 

could it be ported to the 5200 with the ultimate sd cart?

 

 

Hmm.. my knowledge about the 5200 is a little lacking, but..

If the only difference is to remap some addresses and with that cartridge you can have at least 64K, then it should be possible..

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you have to remap the bankswitching

the 5200 is an 8bit atari computer

with only 16k,

 

but this can be fixed with Atarimax`s Sd cart...

 

 

 

in theory...

 

could it be ported to the 5200 with the ultimate sd cart?

 

 

Hmm.. my knowledge about the 5200 is a little lacking, but..

If the only difference is to remap some addresses and with that cartridge you can have at least 64K, then it should be possible..

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M.U.L.E.

 

runs great on my ultimate 5200 sd cart

so i think its doable

 

 

My 5200 cart design (used for MULE) allows for up to 512K.

 

http://www.atariage....nt-now-shipping

 

It's probably the 16K RAM that's the problem rather than cart space as the program uses double buffering for the screen and so on. It might be less effort to just get an 800XL or XEGS to complement your 5200 (if you don't already have one, it will open up a whole new world of Atari 8 bit excitement for you ;) )

 

Cheers,

 

Simon

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sorry to hear that...

 

it would have been amazing,

(maybe streaming memory from sd)

 

i own several Atari 8bits and Myide flash interface w/512mb flash key from Atarimax

though you can`t keep them all plugged at once icon_sad.gif

 

and i really love the huge 5200!

 

 

 

 

 

 

M.U.L.E.

 

runs great on my ultimate 5200 sd cart

so i think its doable

 

 

My 5200 cart design (used for MULE) allows for up to 512K.

 

http://www.atariage....nt-now-shipping

 

It's probably the 16K RAM that's the problem rather than cart space as the program uses double buffering for the screen and so on. It might be less effort to just get an 800XL or XEGS to complement your 5200 (if you don't already have one, it will open up a whole new world of Atari 8 bit excitement for you ;) )

 

Cheers,

 

Simon

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It's probably the 16K RAM that's the problem rather than cart space as the program uses double buffering for the screen and so on. It might be less effort to just get an 800XL or XEGS to complement your 5200 (if you don't already have one, it will open up a whole new world of Atari 8 bit excitement for you ;) )

 

Cheers,

 

Simon

 

As I recall, the 5200 cart port supports up to 32k.

 

Could a custom cart be made, providing 16K RAM (possibly banked for more) and 16K ROM (also banked for more). That is, for example, a 128K SRAM with a toggle between 8 16K banks, plus a 16K ROM space with 8K fixed / 15x 8K banks toggleable? That would be suspiciously like the interior of an XE...

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oh

always thought 16k was the limit, then bankswitching

 

 

 

 

 

 

 

It's probably the 16K RAM that's the problem rather than cart space as the program uses double buffering for the screen and so on. It might be less effort to just get an 800XL or XEGS to complement your 5200 (if you don't already have one, it will open up a whole new world of Atari 8 bit excitement for you ;) )

 

Cheers,

 

Simon

 

As I recall, the 5200 cart port supports up to 32k.

 

Could a custom cart be made, providing 16K RAM (possibly banked for more) and 16K ROM (also banked for more). That is, for example, a 128K SRAM with a toggle between 8 16K banks, plus a 16K ROM space with 8K fixed / 15x 8K banks toggleable? That would be suspiciously like the interior of an XE...

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sorry to hear that...

 

it would have been amazing,

(maybe streaming memory from sd)

 

M.U.L.E.

 

runs great on my ultimate 5200 sd cart

so i think its doable

 

It's probably the 16K RAM that's the problem rather than cart space as the program uses double buffering for the screen and so on. It might be less effort to just get an 800XL or XEGS to complement your 5200 (if you don't already have one, it will open up a whole new world of Atari 8 bit excitement for you ;) )

 

 

Oops, maybe it is possible for Project M, I thought I was replying to your similar comment about 5200 in the Space Harrier thread - too many late nights coding recently :)

 

Regards,

 

Simon

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icon_neutral.gif

 

sorry to hear that...

 

it would have been amazing,

(maybe streaming memory from sd)

 

M.U.L.E.

 

runs great on my ultimate 5200 sd cart

so i think its doable

 

It's probably the 16K RAM that's the problem rather than cart space as the program uses double buffering for the screen and so on. It might be less effort to just get an 800XL or XEGS to complement your 5200 (if you don't already have one, it will open up a whole new world of Atari 8 bit excitement for you ;) )

 

 

Oops, maybe it is possible for Project M, I thought I was replying to your similar comment about 5200 in the Space Harrier thread - too many late nights coding recently :)

 

Regards,

 

Simon

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