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roland p
Member Since 14 Sep 2007OFFLINE Last Active Yesterday, 9:21 AM
About Me
Picture was taken in Rønbjerg, Denmark.
Stuff I do for a daily living:
- db stuff.
- java.
- web related things.
Other stuff I do:
- 6502 coding
- Watching movies
- Powerlifting
- Making movies
Stuff I do for a daily living:
- db stuff.
- java.
- web related things.
Other stuff I do:
- 6502 coding
- Watching movies
- Powerlifting
- Making movies
Community Stats
- Group Members
- Active Posts 1,361 (0.85 per day)
- Profile Views 13,775
- Member Title Stargunner
- Age 34 years old
- Birthday March 12, 1977
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Custom Status
RLA
-
Gender
Male
-
Location
The Netherlands
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Interests
Assembly, Java, Electronic engineering, Video
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Posts I've Made
In Topic: Was the 1064 RAM expansion ever actually released?
Fri Jan 20, 2012 1:53 PM
I had one in my first Atari (600xl). I didn't know they where rare. Maybe they are common in europe? I remember the video signal was distorted when using the 1064.
In Topic: Elite 3D graphics
Mon Jan 16, 2012 3:15 AM
Thomas Jentzsch, on Mon Jan 16, 2012 2:56 AM, said:
Hm, I wonder if a "real" 3D Asteroids would work. Like a FPS, just with Asteroids and UFOs attacking from all directions. 
Does such a game exist?
Does such a game exist?
Btw. the demo you posted looks really good. How many divisions/multiplies does the code? It looks damn fast for a vcs...
In Topic: Anyone think Ballblazer is possible on the 2600?
Wed Jan 11, 2012 1:34 PM
enthusi, on Wed Jan 11, 2012 3:07 AM, said:
Let me/us know when you can need tests or bug-reports.
From own experience they'd sure be annoying currently
From own experience they'd sure be annoying currently
I now want to put the 'plasmorb' in it. I considered using the Playfield registers but that's probably way too time consuming. At this moment, I have 30 (possibly more) spare cycles left in the sky-kernel, where the ball comes. So I probably use the ball sprite for the plasmorb. So it will be a bit smaller than the plasmorb in the original ballblazer, unless I use flickering, but it's nicer not to have flicker...
In Topic: Plotcube - a quick little 3D experiment
Wed Jan 11, 2012 12:51 AM
Cool!
I see there is not much going on above and below the cube. Maybe that space can be used for something nice?
I see there is not much going on above and below the cube. Maybe that space can be used for something nice?
In Topic: Anyone think Ballblazer is possible on the 2600?
Tue Jan 10, 2012 2:48 PM
enthusi, on Thu Jan 5, 2012 10:10 AM, said:
Ah, VERY nice and smooth.
However, I would drop 60 FPS anytime if that allows for better progress/gameplay etc
But it appears to be very far already - splendid!
Best of luck with that gemstone of yours.
Really looking forward to it.
enthusi
However, I would drop 60 FPS anytime if that allows for better progress/gameplay etc
But it appears to be very far already - splendid!
Best of luck with that gemstone of yours.
Really looking forward to it.
enthusi
- I've now dropped the sprites and the game-logic to 30fps. But I now interpolate the playfield so it still runs in that smooth 60Hz!
- I also updated the pseudo-3d routines. The horizontal lines of the checkerboard had a too linear movement. I've corrected this with table that made the movement more parabolic. It has now more the smoothness of the 7800 version.
- Rotofoil in the lower viewport is now displayed correctly.
- More goalbeams!
- I moved some of the sprite-position code to the vblank area. So less spare-cycles there, but more screen real estate.
- masking of rotofoil not 100% finished yet...
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