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lizard

two moons and one sun

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Hola!

 

i'm newbie here and it's the first my topic, short person's presentation: some games did in the past (xe/xl 1989-95...) now come back :arrow: with the new one project to test on real NTSC machines...

 

Regards :)

Michal Luberda

main.zip

one_sun_and_two_moons.zip

Edited by lizard

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Yes i did, now my job is pointed to www php javascript mysql (3d graph lightwave - god - it's really cool soft :cool: ) and so things, though a flash game is not excluded in the future and maybe on other platforms too, who knows, anyway i am on...

 

does it work on ntsc?

Edited by lizard

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Yes, they work on NTSC using Atariwin 800, maybe later this week i will try in my real A8. Great picture, thank you very much.

 

Javier

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i forgot to add, you can use joystick1 to move P0, but there is no left/right side collisions' detection yet...

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WOW, cool,

 

this seems to be a project with softwaresprites (except that the softwaresprite engine isn't completely finished) and Player-Missile underlays....or am I wrong?

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great work... haven't noticed that you can move around... but why are the rasters flicker?

 

the jump/move behaviour is great! feels right... maybe analmux should take this for the mario game.

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Thanx Guys :) though it's still many things to do, the enemies' movement, copy of the players data into chars etc. i have some informations how to remove flickering, it shouldn't be a big problem i hope...

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no no no... eats always some cpu cycles ;) i can't do that, this should be well counted...

every dli i change chbase, colbak, colpf0-2 (3 is always black) hposp0-3 and hsize0-3 regs...

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They both run in a real NTSC Atari, XEGS, the pícture looks great whit little flickering, the demo works great but it has litte flickering in it. Great work.

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OK, thanks :) ! i'll try to do little upgrade within next days, it's almost ready (enemies' collision with ground). the game will require 128kB ram, so i plan also cart version, any help with 128kB cart???

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Great demos Michal! Kind-of an 'Aladdin'/'Prince of Persia' feel to it.

 

My 2-cents on the main Cart models:

 

XEGS : Maybe good for your size of game.

 

With this you get the last bank of the cart always in the range $A000->$BFFF.

I like this as it gives you a fixed base for all your core-routines.

 

Bank access occurs by selecting your 8K bank to sit $8000 an $9FFF.

So this can be used for copying out graphics etc, access music temporarily etc.

 

Because you can fix code in the swapable banks, this frees up the memory

(typically $0600->$7FFF, though you can go lower) for display memory,

game variables etc. I think the advantage of this is that you can make

large games that can run in 32K and even 16K, e.g. on a stock 400 or 600XL!

 

Finally, this has an advantage in that you can re-use existing XEGS carts

quite easily by replacing the (E)PROMs.

 

Switchable XEGS:

 

As above, but has the advantage of being disabled - freeing up the memory

underneath. A bit more thought needed when developing on this but very nice.

 

I don't think there are standard boards for these in existing commercial titles,

the mod'd boards are done by Nir Dary.

 

MultiCart:

 

Similar to the Switchable XEGS except that a whole 16K is selected between

the range $8000 and $BFFF. I find this slightly less easier to work with than

the XEGS, but each to their own I guess. Typically I'd relocate a bank-selection

or disable routine to the working RAM and then any code can access it safely.

 

These boards are made by [email protected] and, though I haven't got one,

have a professional look to them.

 

FlashCarts:

 

Made by Steve/Classics @ AtariMax - available in 128KB and 1MB sizes.

 

These use a single 8K bank between $A000 and $BFFF and can be disabled

to acces the RAM below. So, again, some thought is required when planning

the swapping, but some more RAM is free'd up (on machines >32K) between

$8000 and $9FFF. As pointed out elsewhere, these have the re-usability factor. :)

 

Also, though yet to dive into this myself yet (soon though...), you can include

code in your program to erase and write to banks (64K each in size) within

the flash mem. Therefore high scores/game states/player data etc can be

saved and recalled without the need for a tape/disk drive.

 

Hope this summary helps people - feel free to correct any inaccuracies.

 

Regards,

Mark

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