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AndyMt

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Everything posted by AndyMt

  1. New Version 0.7: Intro & setup screen Shows scores for each of the enemies. You can configure also the controller you want to use: mouse or joystick. Copyright notice. Title music Again 'Meits' composed a nice sound track for this game. I can't get it out of my head now... Let the title screen running for a moment, I also implemented some "graphics effects" by using the vscroll register Joystick control In the emulator you can use cursor keys + enter for joystick control. Be aware: at least for me the game is harder to play this way. Pause function You can pause the game by pressing the 'p' key single file loading for media assets Until now I've segmented the files for banked RAM. Now I stored them in one piece and load them into VRAM and banked RAM in one go. Have fun!
  2. Grüezi Ralph and welcome! A fellow countryman in the X16 community , finally!
  3. I love this aspect! VERA offers quite a lot more than my ATARI ST did back then. And as the 6502 CPU is not that powerful, more VRAM or capabilities would not be feasible to handle. Looking at what I was able to achieve even with my very first 2 games, I'm very happy with this. It's hard enough to be a challenge and capable enough to provide impressive results. I'm now thinking about palette switching on certain scan-lines for my next game in order to show more than 256 colors. I'm curious how that goes.
  4. Funny you ask - I worked on it over the last few weekends: Added music track custom made for this game. Joystick support (cursor key + enters in the emulator) - much harder to play than mouse... Intro screen with instructions, controller setup and copyright info. I wanted to improve enemy movement, but I postpone this for the second to next release. Maybe I manage to finish a new release this week.
  5. The only way I see is to use sprites. But you would need to sacrifice quite a lot of them just for that - like 50 or so, out of the 128 you have available. Each pixel would be a sprite, moving at it's own random trajectory, disappearing after a second or so. What I did in Invaderz was to use a similar approach than animated GIFs. An explosion is a sprite, replacing or overlaying the exploding object. The explosion consists of let's say 8 different images you cycle through. Very different from what you want. You could consider a mix of both, like was seen in "Parsec" on the TI99/4A: Can't help with assembler code - I use C and CC65.
  6. Ah - this is why the sound effects in Invaderz sometimes drop out or chip in some way... I can now fix this, thanks a lot!
  7. Yes, you can use YM2151 and the VERA PSG+PCM at the same time.
  8. I highly doubt that. It was tried for the C64 SuperCPU which runs at 20MHz and even that didn't achieve reasonable frame rates. VERA doesn't help in this case, as the CPU needs to do all the work. And VRAM access is slightly slower with VERA, compared to directly memory mapped architectures like the C64.
  9. That probably depends on the game genre. Platform / Jump&Run games like "Giana Sisters", "Prince of Persia" or even "Sonic the Hedgehog" etc should be quite in reach. I'm thinking about doing one of those next . Also horizontal or vertical shooters should be fine, considering Vera's capabilities. 3D stuff like "Starglider" might be a challenge. But hey - Elite ran on the C64, so why not... All of this limited to 320x240 pixel resolution. I think VGA res would be a real challenge. For "Brixx" I considered it, because it would have been feasible. But decided against it - 320x240 is more retro, it just feels right.
  10. I thought that first, too. Until version 1.0 of Brixx I did load from segmented BIN files, which is cumbersome. Then someone mentioned it in a online-chat, that loading into VRAM and also into banked RAM will work across the bank boundaries (64k in VRAM and 8k in banked RAM). I just tried it a few days ago and indeed - it works... My title screen bitmaps are 75 kByte and the sound files are 40 kByte each. Using the host file system of course. No idea if this works from SD card.
  11. The Kernal actually does automatically increment and switch the bank when using cbm_k_load(). I'm using this in Brixx for loading the game intro music into banked RAM from a single 40kB file.
  12. I actually had similar thoughts - I'm from Switzerland where the situation sometimes is in other ways complicated. But - for Switzerland a CE label is not required for customs. So at least I could get it in here, although customs and taxes (VAT) will likely cost around 100€ in total. My brother is working at customs - he for sure can help to "optimize" the declaration. So - if you live not too far from the border... you could pick it up here. Sending a parcel would not work - because of the missing CE label. I briefly thought about being an importer to provide the CE label, but for this you need to be registered with a so-called "notified body". I'm working in the medical device industry - I know about this stuff. A quick check showed, that this would be impractical, we are talking thousands of € just to get started. Then there is the risk with the German "Fernabgabegesetz" (online purchases), "Produkthaftung" (product liability) and "Gewährleistung" (2 year warranty) one would take to establish a business. No wonder very few do this... A second option would be a kit version or a pre-assembled motherboard. I think CE labelling is not required for those as it would be components, not products.
  13. I must have mixed it with the C64 or some other machine then .
  14. Actually BASIC has to fit into 8KB if I'm not mistaken. Aren't the other 8KB used by the KERNAL ROM?
  15. I updated the game a little: Additional level Added end title music added fade-in/out effects Explosion animation. Have fun
  16. You cannot imagine the flashback I just had ... The US MAD wasn't available in Switzerland (there was a "softened" German version, though), but my uncle sent them over from the states. So I typed in that code back then in 1985...
  17. That's exactly what I do, too . Maybe not very elegant, but it works.
  18. Ok, then I'm out of ideas atm. I have to try that myself first. Until now I had no need to run it from sdcard. But of course this will be the way the real hardware is going to do it, so I will look into it at some point. Until then simply run the prg directly via the -prg option. I added instructions to the download section.
  19. Gif can be unpacked using zlib if I'm not mistaken. And there is a 6502 implementation: https://github.com/pfusik/zlib6502
  20. I must admit - I've never tried it with a sdcard during development. I always start the prg file directly via command line. And - I develop my games with cc65 on Windows. What you could try is to rename all files to lower case. Windows does't care, but Linux does.
  21. Looking really good, the new key caps are a plus! Regarding the colour-scheme: I'm fine with grey. Although the pattern on the rendering with only the arrow and function keys +X16 in grey appeals more to me. Maybe add Pg Up/Dn Home/End to be grey, too. It looks very "wild" or "messy" on the prototype now. But as you said: that might change. I will like it in any case, can't wait for the real hardware. I even found a 14" CRT VGA monitor I will use with the X16 .
  22. I noticed that, too. In most colors seem to be too dark, a few too bright (Yellow if I recall correctly). Have you tried tweaking the palette for your viewer? Other than that: great tool!
  23. I found a very good guide on the web: https://github.com/ilmenit/CC65-Advanced-Optimizations This helped me a lot .
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