mariuszw Posted October 7, 2015 Share Posted October 7, 2015 Hi everybody, Here is a preview of my next C64 -> Atari 8bit port: Total Eclipse. Game quite working, so you can make Egypt trip on your Atari in full 3D (tested on Altirra only, but I believe it will work on real Atari). Requires 64KB RAM. For now 3D view should be correct - status area in game window is not updated at all at the moment. Any comments, suggestions, propositions of improvements are welcome! Kudos for Jose for converting some graphics from C64! Enjoy te.obx 22 Quote Link to comment Share on other sites More sharing options...
Paul Westphal Posted October 7, 2015 Share Posted October 7, 2015 That's awesome, dude! Thanks! 1 Quote Link to comment Share on other sites More sharing options...
AtariTexas Posted October 7, 2015 Share Posted October 7, 2015 Once upon a time there was light in my lifeBut now there's only love in the darkNothing I can sayA total eclipse of the heart 3 Quote Link to comment Share on other sites More sharing options...
José Pereira Posted October 7, 2015 Share Posted October 7, 2015 :thumsup: Quote Link to comment Share on other sites More sharing options...
José Pereira Posted October 7, 2015 Share Posted October 7, 2015 Humm... why those gaps in the right collum? Quote Link to comment Share on other sites More sharing options...
mariuszw Posted October 7, 2015 Author Share Posted October 7, 2015 Humm... why those gaps in the right collum? I have no idea. It looks data are correct, but somehow displayed incorrectly. Quote Link to comment Share on other sites More sharing options...
José Pereira Posted October 7, 2015 Share Posted October 7, 2015 (edited) Please forgive me but can't resist, here's the screen(s) to be seen while loading: (more and more on this and... nice and great surprises to come ) Edited October 7, 2015 by José Pereira Quote Link to comment Share on other sites More sharing options...
Poison Posted October 7, 2015 Share Posted October 7, 2015 you are absolute genius !!!! Quote Link to comment Share on other sites More sharing options...
José Pereira Posted October 7, 2015 Share Posted October 7, 2015 Oops, damn shit old mobile phone!... 1 Quote Link to comment Share on other sites More sharing options...
+Stephen Posted October 7, 2015 Share Posted October 7, 2015 Excellent! Quote Link to comment Share on other sites More sharing options...
+Philsan Posted October 7, 2015 Share Posted October 7, 2015 Thank you Mariusz! It seems faster than C64 version. 1 Quote Link to comment Share on other sites More sharing options...
mariuszw Posted October 7, 2015 Author Share Posted October 7, 2015 Thank you Mariusz! It seems faster than C64 version. Yes, it is faster. I spent some time optimizing it. Fast multiplication (with square tables), fast division and some improvements for polygon rendering. And of course faster CPU 4 Quote Link to comment Share on other sites More sharing options...
Mclaneinc Posted October 7, 2015 Share Posted October 7, 2015 Well done that man...Thank you.... 1 Quote Link to comment Share on other sites More sharing options...
Goochman Posted October 7, 2015 Share Posted October 7, 2015 That looks great! 1 Quote Link to comment Share on other sites More sharing options...
emkay Posted October 7, 2015 Share Posted October 7, 2015 Very nice. Seems the flicker lines appear only , if the display isn't changing. While moving around, the flicker stops. Possibly some artefact of the engine, using character alignment on the C64? Quote Link to comment Share on other sites More sharing options...
mariuszw Posted October 7, 2015 Author Share Posted October 7, 2015 Very nice. Seems the flicker lines appear only , if the display isn't changing. While moving around, the flicker stops. Possibly some artefact of the engine, using character alignment on the C64? Columns are done with PMG (so I can use 32bytes screen for speed and also have different colors for 3D section and status panels) so this is probably not the case. Maybe something with PMG DMA? Quote Link to comment Share on other sites More sharing options...
José Pereira Posted October 7, 2015 Share Posted October 7, 2015 (edited) I think that know what it is, I discouver it when I got home and load but had to go out again. Yes, for me is also PMGs the cause. Remember that we have all higher screen the Missiles as 5th Player? Yes this you did on your code but we are using two of them one on each side's collums and the two remaining I put them at the bottom as the top line of the bottle liquid. You have to yPos update it according to less or more liquid. This you can do later but now please also put these two Missiles in quadruple width like the other two on the sides (are those two lines inside the bottle) . If isn't this then at least this is also to change because here you also have a conflict. P.s.- Will you keep the two text/symbols/hyerogliphs lines the same way as now or will you change them later to hi-res like on my proposal? Edited October 7, 2015 by José Pereira Quote Link to comment Share on other sites More sharing options...
Irgendwer Posted October 7, 2015 Share Posted October 7, 2015 1892.xex 4 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted October 8, 2015 Share Posted October 8, 2015 (edited) My own humble attempt. Irgwender: Could I see your source picture? It might help me make a better render. This is in PCIN (12+10) of course, at 35 colors. eclipse-pcin.asm eclipse-pcin.obx Edited October 8, 2015 by Synthpopalooza Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted October 8, 2015 Share Posted October 8, 2015 (edited) can not test it right now... but what is the FPS compared to c64? Jesus... is the c64 version really that "fast"? Edited October 8, 2015 by Heaven/TQA 1 Quote Link to comment Share on other sites More sharing options...
Mclaneinc Posted October 8, 2015 Share Posted October 8, 2015 Yeah, it really is, the recent SuperCpu addition has made it 'playable' Quote Link to comment Share on other sites More sharing options...
Irgendwer Posted October 8, 2015 Share Posted October 8, 2015 Irgwender: Could I see your source picture? http://atari.st/view.php?id=1892 Quote Link to comment Share on other sites More sharing options...
Irgendwer Posted October 8, 2015 Share Posted October 8, 2015 (edited) Any comments, suggestions, propositions of improvements are welcome! Great! Frame rate seems to be more than doubled compared to the C64. There is even more potential: If the status displays are made smaller and are rearranged so that they occupy less vertical space (in the ST version they are more compact) or formed by PMG the ANTIC DMA load could be reduced and frame rate increased without affecting game play... BTW: I appreciate your efforts a lot, but is any of your ports (Bobby Bearing, Fairlight, Great Escape) about to be finalized? Not that I not understand that making huge steps with new ports is more fun than fiddling a lot around to get little effect... Edited October 8, 2015 by Irgendwer Quote Link to comment Share on other sites More sharing options...
popmilo Posted October 8, 2015 Share Posted October 8, 2015 Awesome work guys! Can this be played till the end ? Would love to do it, as I've never finished C64 version, probably because of 'speed' ps. Any room for double buffering ? Those 'swipes' look strange like multiple horizontal bands filling at the same time. Is it some copy routine or eor-filler of some kind ? Quote Link to comment Share on other sites More sharing options...
Ralphy Rocket Posted October 8, 2015 Share Posted October 8, 2015 OMG! I've been reminiscing about this game! I couldn't remember the name. I clearly remember the airplane. The doors had different geometric shapes. And the eye was open, then closed depending on the puzzle status. Here is the thing...I never had a C64...was it ported to 286? Sent from my 7040N using Tapatalk 1 Quote Link to comment Share on other sites More sharing options...
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