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Showing content with the highest reputation on 04/09/21 in all areas

  1. 3 points
    Well, the thing to remember is that there are things done in HW that help out a lot. Working in tiles is much faster than working in a bitmap (frame buffer) because you only have 40x30 / 80x60 memory addresses to update if you decide to make "all tiles use the same color palette" as a constraint. Scrolling is faster in VERA than on, say the C64 because while the C64 supports smooth scrolling, it can only smooth scroll up to 8px, so you have to cascade your entire screen's tilemap down each time you scroll 8px, but VERA can scroll up to 1024px w/o having to touch the tiles at all - so you only have to update one column of tiles at a time if you want to keep scrolling wider than 1024/tilesize. I'm doodling around to see if I can get a working version of Space Invaders using BASIC - leveraging this kind of "HW acceleration" So the X16 BASIC is faster because the CPU itself is faster, but the GFX and sound HW also help speed things up too. (FM music may be tricky to make good-sounding patches, but once set, you can play a sound with just two pokes, potentially) The X16 hits a nice sweet spot where it's definitely a lot more powerful than the classic 8-bit systems were, but it still imposes some serious limitations so it's not just like having infinite resources. For instance it can show 640x480 bitmaps, and it can display 8bit color, but an 8bit 640x480 bitmap is $4b000 bytes, but VERA only has $1fa00 bytes of VRAM, so you can either do 640x480 @ 2bpp color depth, and even then you're using $12c00 bytes of VRAM.
  2. 2 points
    I've had this version of Flappy Bird done to this point for well over a year now. Due to life reasons, I had to drop out of the X16 scene for quite a while, but I've got the bug again, and decided to dust off this old code and finish this game for the X16. It was written for R31 so a _LOT_ changed since then, and it's been quite a headache refactoring all of the various bit shifts into the various VERA registers, but it's back to the point where it compiles and runs correctly, so I should be able to start making forward progress again, and if I stick to my guns and stick to writing sloppy non-project-worthy code, I should be able to have a playable version soon. However, if my TYPE-A self wins, I'm going to spend the next 2 weeks refactoring the code into modules and different C files, etc, and have lots of work done with no visible progress in the game. LOL. Anyway, I wanted to go ahead and put this back out into the community that I'm working on this, and I may even do a YT video going through the code, or at least a dev vlog or something.
  3. 2 points
    No, I've just started making it a few days ago. Here's a little preview of what I've got so far: edit: ripped out the keyboard control and replaced it with joystick control. But having a bit of a problem getting the buttons state in a reliable fashion atm.
  4. 2 points
    They’ll be in touch hen-yway. Perifractic, X16 Visual Designer http://youtube.com/perifractic
  5. 2 points
    Some notes on my progress supporting END, PagUp and PagDn. From the emulator source code, it's apparent that those keys are discarded. See file keyboard.c, function ps2_scancode_from_SDL_Scancode. I made the following minimal change to that function, and recompiled the emulator: case SDL_SCANCODE_END: return 0x69 | EXTENDED_FLAG; That emulates PS/2 scan code E069 when the END key is pressed. The good news is that I could successfully detect the END key in X16 Edit. Most probably, this will work on the real hardware out of the box.
  6. 2 points
    I liked the vlog and will def check out your others. Because you've been in/out of coding for the virtual platform (and maybe you even have hardware?) can you tell me... Is the BASIC that much quicker/optimized, is it the clock speed that makes Crazy Boulders doable in BASIC, or is it that the virtual environment runs full speed that makes it possible. Granted (and I'm guessing), it's obviously that redefined characters or tile manipulation is much faster than raw bit map moves, but I was curious. For AndyMt: any thoughts around putting a .lib together containing higher level functions for reuse? As a hobbiest, I dropped 'C' about 20 years ago and have just done NodeJS and Python professionally, but if a combination of plenty of RAM and cc65 being feasible for dev on this platform is workable, many more people might want to jump onboard. (also, don't be shy; the important part is that it works and people enjoy and/or learn from what you've done)
  7. 1 point
    I'm using VTUI for a game at the moment
  8. 1 point
    I put out a new vlog today taking a look at the most-downloaded complete games available right on this site. I'm looking to feature more X16 games and stuff on future episodes, so please give me some suggestions here on YouTube:
  9. 1 point
    I'm seriously considering planning this! Right now both my games use slightly different variants of a lib for sprite handling and music - due to "historical reasons" and lessons learned. I want to migrate both to the same code base. Then I think it would be time to release it to the public.
  10. 1 point
    That looks great! But can you call it Flappy Chickenlips. Kthxbai. Perifractic, X16 Visual Designer http://youtube.com/perifractic
  11. 1 point
    I was going to call it the Chickenlips 32, but I'm afraid that @Perifractic would sick his lawyers on me.
  12. 1 point
    Sounds like the big brother to Commander X16 ?
  13. 1 point
  14. 1 point
    Okay - once this comes out, someone needs to make a demo doing the Death Star trench run briefing animation, and streaming the audio from disk to accompany the animation.
  15. 1 point
    Hi Guys, I am living in mostly in Czechia (a couple of month in Spain) and recently I have just found this amazing project, I found myself missing a lot 8bits machines, so I removed the dust from my Amstrad CPC, and reading forums somebody mentioned this project and I felt in love at first sight ! Amazing Idea guys!!!! Looking forward!!!
  16. 1 point
    I am in love with game. I want it on all platforms at all times.
  17. 1 point
    KickC is a C-compiler for 6502-based platforms creating optimized and readable assembler code. The newest version 0.8.5 adds support for developing for the Commander X16 platform. The compiler includes header-files and linker-files for the chipset of Commander X16. Also included is veralib.h and a conio.h implementation contributed by @svenvandevelde. It also includes some example-programs that work in the emulator (and hopefully on the real platform). Below you can see a bit of the included sprites.c example program. You can get it here: https://gitlab.com/camelot/kickc/-/releases PS. I am the author of KickC.
  18. 1 point
    Great game! Simple but very playable, the essence of 8-bit gaming.
  19. 1 point
    Hi Commandos (is that the right term?), I'm the guy writing the Assembly Environment / Super Monitor. I've been posting releases on FB and Murray**2. I'm still plugging away, and will be posting new updates here, too! In retro, Mike Allison
  20. 1 point
    You should be able to mount it by just running the emulator with "-sdcard APPS64.D64". Keep in mind though, GEOS is only in a semi-working state right now. All the apps from DeskTop fail to load with disk read failures, at least, in my experience.
  21. 1 point
    Good to see you here Mike! And Commandos is a great term. I think we should all adopt it!
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