lizard Posted May 11, 2005 Share Posted May 11, 2005 (edited) 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 with the new one project to test on real NTSC machines... Regards Michal Luberda main.zip one_sun_and_two_moons.zip Edited May 11, 2005 by lizard Quote Link to comment Share on other sites More sharing options...
www.atarimania.com Posted May 11, 2005 Share Posted May 11, 2005 Hello and welcome back You wrote a number of games for LK Avalon, right? I have some questions... Are there any games you designed that were not released? Are the downloadable files for a new platform game you are working on? Thanks in advance! -- Atari Frog http://www.atarimania.com Quote Link to comment Share on other sites More sharing options...
lizard Posted May 11, 2005 Author Share Posted May 11, 2005 (edited) Yes i did, now my job is pointed to www php javascript mysql (3d graph lightwave - god - it's really cool soft ) 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 May 12, 2005 by lizard Quote Link to comment Share on other sites More sharing options...
javiero Posted May 12, 2005 Share Posted May 12, 2005 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 Quote Link to comment Share on other sites More sharing options...
lizard Posted May 12, 2005 Author Share Posted May 12, 2005 i forgot to add, you can use joystick1 to move P0, but there is no left/right side collisions' detection yet... Quote Link to comment Share on other sites More sharing options...
analmux Posted May 13, 2005 Share Posted May 13, 2005 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? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted May 13, 2005 Share Posted May 13, 2005 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. Quote Link to comment Share on other sites More sharing options...
lizard Posted May 13, 2005 Author Share Posted May 13, 2005 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... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted May 13, 2005 Share Posted May 13, 2005 STA WSYNC f.e. Quote Link to comment Share on other sites More sharing options...
lizard Posted May 13, 2005 Author Share Posted May 13, 2005 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... Quote Link to comment Share on other sites More sharing options...
javiero Posted May 17, 2005 Share Posted May 17, 2005 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. Quote Link to comment Share on other sites More sharing options...
lizard Posted May 17, 2005 Author Share Posted May 17, 2005 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??? Quote Link to comment Share on other sites More sharing options...
javiero Posted May 20, 2005 Share Posted May 20, 2005 (edited) ATARIMAX I think almost everybody here has at least one flashcart... Edited May 20, 2005 by javiero Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted May 20, 2005 Share Posted May 20, 2005 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 Mark@SunMark 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 Quote Link to comment Share on other sites More sharing options...
pseudografx Posted May 25, 2007 Share Posted May 25, 2007 Hi, Any progress on this promising game/engine? Hope to see it finished. Good luck! Quote Link to comment Share on other sites More sharing options...
+Philsan Posted May 25, 2007 Share Posted May 25, 2007 Ciao. Excellent work! Quote Link to comment Share on other sites More sharing options...
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