Jump to content

LS_Dracon's Photo

LS_Dracon

Member Since 8 Oct 2006
OFFLINE Last Active Feb 1 2012 6:20 AM

Posts I've Made

In Topic: Boulder Dash(R) Label Contest!

Fri Dec 9, 2011 5:57 PM

Congratulations André!

Quote

The label is really unique and it has so many elements of the game!
Agreed! :thumbsup:

In Topic: In depth Look - RCA Studio II AKA: The "Real" Worst Console Ever

Mon Dec 5, 2011 9:00 AM

Quote

Hell, I'd put down some cash for a homebrew cart of Space Invaders for the RCA.

Anyone know how these guys made their homebrew projects? What coding? What assembler?

You can use TASM. Also the Studio 2 uses same processor and similar hardware from many computers (Cosmac, Elf), these computers uses Chip-8 language wich is very easy and fun to code. There is a Space Invaders written in Chip-8 for "Elf computer" wich is very good actually.



Quote


Hey guess what? There are two "systems" that are worse than the RCA Studio II. The justice system and the government! haha


Haha and even slower!

In Topic: Ball, Missile copy/flicker limit questions.

Sun Nov 13, 2011 6:50 AM

Tnx for the tips Thomas, it's working great. :)
I'm using align 256, the kernal ended with exactly @76

The wrong pixels is not problem in the code, my source image require better work.

Quote

Just a matter of practice. :)
:thumbsup:


Attached File  HyperMario.JPG   6.39K   32 downloads

In Topic: Ball, Missile copy/flicker limit questions.

Sat Nov 12, 2011 7:13 PM

Quote

You could remove the WSYNC and gain enough cycles for sta HMP1.

Tried but I need to make the loop with exactly 76 cicles or it mess with HMOVE.
Also there's the problem to set HMxx values 24 cicles before HMOVE, here'sthe scanline loop :

;------------------------------------------
Scanloop
sta WSYNC
sta HMOVE
lda MarioPF2,x
sta PF2
;-----
lda MarioPlayer1,x
sta GRP0
lda MarioColor1,x
sta COLUP0
lda MarioPlayer2,x
sta GRP1
lda MarioColor2,x
sta COLUP1
ldy #0
lda MarioPF3,X
sta PF2
sty PF1
lda MovePlayer1,x
sta HMP0
lda MovePlayer2,x
; sta HMP1
lda MarioPF1,x
sta PF1
;------
FinishLoop
dex
bne Scanloop

I'm not good with optimizations :(

The PF1 is load after PF3, to be displayed in next line, added 1 extra line in the graphic table to fix it.

Quote

I've included 2 variations on the Mario, the first is Hyper Sprite based with a height adjustment for the Playfield wide pixels and the second is closer to my concept of Playfield color fill and 4 pixel wide edging pixels and tile blocks.

You can use only 1 color per line, combinations like skin-red and red-blue or blue-brown aren't possible. Only if you set both players at same place, like layers, reducing the color area to 8 pixels wide. :)

In Topic: Ball, Missile copy/flicker limit questions.

Sat Nov 12, 2011 11:37 AM

Dude, here's all I did, in last 2 hours (yes, really).
It's terrible to keep everthing working, lot of problems, page crossing, timming etc...
Attached File  HyperMario.JPG   10.45K   48 downloads
I haven't find cicles enought to finish the right - down part (the pixels must to be pushed to the left).