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roland p

Member Since 14 Sep 2007
OFFLINE Last Active Yesterday, 9:21 AM

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

View PostThomas 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. :ponder:

Does such a game exist?
Maybe alianator comes close? : http://www.lemonamig...ils.php?id=1609 That's a sort of 3d-defender.

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

View Postenthusi, 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 :)
At this moment, they aren't really needed because I know there are a lot of bugs in it :D Reports/critique about gameplay/speed/etc. is welcome.

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?

In Topic: Anyone think Ballblazer is possible on the 2600?

Tue Jan 10, 2012 2:48 PM

View Postenthusi, 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
Thanks!

- 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...