pseudografx Posted November 4, 2019 Share Posted November 4, 2019 Fandal has already ported quite a few BBC Micro titles over to the Atari. Plus, of course, the great port of Stunt Car Racer from the C64. http://a8.fandal.cz/search.php?search=bbc&butt_details_x=x (One of the ports listed was done by xxl. Also, the most recent port, Imogen, is not listed yet.) 3 Quote Link to comment Share on other sites More sharing options...
shoestring Posted November 4, 2019 Share Posted November 4, 2019 (edited) Games like Dino Eggs use hires, 280x192 - 6 color screens. So doing a "straight forward" port might be challenging to pull off. Edited November 4, 2019 by shoestring Quote Link to comment Share on other sites More sharing options...
www.atarimania.com Posted November 4, 2019 Author Share Posted November 4, 2019 (edited) I understand it may be difficult to convert some action games but how about some of the more "static" programs where graphics can be adapted? Edited November 4, 2019 by www.atarimania.com Quote Link to comment Share on other sites More sharing options...
xxl Posted November 4, 2019 Share Posted November 4, 2019 old good days... 3 Quote Link to comment Share on other sites More sharing options...
Guest Posted November 4, 2019 Share Posted November 4, 2019 well, as the A8 version has still not surfaced, I'm wondering if the AppleII version of Lance Haffner's 3-in-1 College and Pro Football is a good candidate? 3in1 fooball apple II complete.zip Quote Link to comment Share on other sites More sharing options...
Shamus Posted November 4, 2019 Share Posted November 4, 2019 On 11/3/2019 at 3:29 AM, www.atarimania.com said: That would be fantastic. Of course, the coders would need to be convinced about the enterprise first BTW, I really like the 4 am cracks. Maybe a number of titles are not doable because of the double hi-res or other things but there are many neat titles in the collection: https://archive.org/details/apple_ii_library_4am I've been following 4am's exploits for some time now. I like his cracking work as well as the WOZ preservation work. Lots of goodies have been turning up there. 1 Quote Link to comment Share on other sites More sharing options...
zzip Posted November 4, 2019 Share Posted November 4, 2019 (edited) On 10/31/2019 at 12:10 PM, playermissile said: Sorry for the confusion. Bit 7 counting from zero, so bits 0 - 6 are graphics and bit 7 selects the palette. To confuse things even further, what bit 7 really does is, if it's set, is to cause a one-half pixel shift for the pixels in this byte. Apple II hi-res graphics is drawn on a 560x192 grid where each pixel in the 280x192 normal resolution takes two horizontal grid spaces, so bits 0 - 6 determine 14 grid spaces representing 7 pixels. Setting bit 7 moves the pixels one grid space to the right, i.e. half a pixel. This generates the different "palette" by creating different artifacting colors. It's even more complicated than that, so here's a really great description of hi-res graphics: https://www.xtof.info/blog/?p=768 The way I understand it, Apple II uses artifacting for color, similar to 320x192 mode on the A8. But while A8 would gain two extra colors from artifacting (usually red/blue), Apple used the extra bit to chose between "red/blue" or "green/purple", meaning Apple 2 hi-res screens would have up to 6 colors on them that could be placed with different color placement restrictions than A8. This could make ports to A8 tricky, either lose the colors, use a different mode to mimick it, use DLIs or PM placements to compensate Edited November 4, 2019 by zzip Quote Link to comment Share on other sites More sharing options...
tane Posted November 17, 2019 Share Posted November 17, 2019 (edited) It's not apple, but the SFX sounds of Jet Set Willy 2019 remind me: Dangerous Dave https://www.youtube.com/watch?v=J5Xdj5HCOgc Edited November 17, 2019 by tane 1 Quote Link to comment Share on other sites More sharing options...
shoestring Posted November 30, 2019 Share Posted November 30, 2019 Here's a very early Dino Eggs WIP I just started a couple of weeks ago. Disassembled original code and working with source derived from that. Yes it needs quite a lot of work! But essentially the Atari is running the Apple II code in an 130xe config. I'm using xbios to load all the original images from the Apple II straight into the available memory banks. At least the bottom row is showing up correctly, looks as though I'm on the right track in terms of using a lookup table to mimic the Apple IIs weird display layout. video.avi 2 Quote Link to comment Share on other sites More sharing options...
shoestring Posted December 4, 2019 Share Posted December 4, 2019 Untitled.mpg Spent a couple of hours on it tonight and it's looking slightly better albeit many bugs. Rather than doing them by hand, the bit patterns in the tiles are now horizontally flipped during initialisation. Haven't implemented any DLIs yet, so excuse the jerkiness. Have some ideas to deal with the vertical stripes in all the graphics. 1 Quote Link to comment Share on other sites More sharing options...
www.atarimania.com Posted December 4, 2019 Author Share Posted December 4, 2019 Hats off already! Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted January 24, 2021 Share Posted January 24, 2021 Hi there, progress on dino eggs or might this be a feasibility study for inspiration? Quote Link to comment Share on other sites More sharing options...
MEtalGuy66 Posted January 25, 2021 Share Posted January 25, 2021 Prince of Persia Wings of Fury Bard's Tale series. Wizardry Series.. Legacy of the Ancients Quote Link to comment Share on other sites More sharing options...
+MrFish Posted January 25, 2021 Share Posted January 25, 2021 11 minutes ago, MEtalGuy66 said: Prince of Persia Guess you missed this: Unicorn Season Quote Link to comment Share on other sites More sharing options...
MEtalGuy66 Posted January 25, 2021 Share Posted January 25, 2021 The Apple II doesn't do 280x192x 6 colors.. It's 290x192 monochrome pixels in HI RES. The color pixels are effectively artifacts so it's only actually 140x192x6 colors.. In double hi-res, you can have 560x192 monochrome pixels, or effectively 140x192x16 colors. The apple has the ability to turn off the chroma signal to the composite video output when in text-only screens, to avoid the color artifacting. and thus utilize the full monochrome resolution for text, but in hi-res graphics modes, with a color composite monitor, you are going to see the color artifacts whether you like it or not. You can plot pixels on the full resolution of the bitmap, but you are actually only going to see 140 color artifacted perceivable pixels horizonatally.. 1 Quote Link to comment Share on other sites More sharing options...
shoestring Posted January 26, 2021 Share Posted January 26, 2021 On 1/24/2021 at 3:50 PM, _The Doctor__ said: Hi there, progress on dino eggs or might this be a feasibility study for inspiration? Sadly I lost all source code I was working on, HD crash. This has forced me to use github so this won't happen ever again. 1 Quote Link to comment Share on other sites More sharing options...
rdefabri Posted September 27, 2022 Share Posted September 27, 2022 Wings of Fury Quote Link to comment Share on other sites More sharing options...
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