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AndyMt

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Everything posted by AndyMt

  1. Oh sorry, I missed that point. And I'd be interested in loading VGZ, too. Right now I'm loading uncompressed VGM files for music.
    I'm really impressed with this! It looks very promising, so one day, you might actually achieve a full port of Wolfenstein 3D.
  2. That's actually not necessary. The Kernal does this for you, I've used this in my Brixx and Invaderz games. The Kernal is intelligent enough to switch banks when you load into 0xA000.
  3. Video on the X16... wow! I'm looking forward to your first demo .
  4. The 2 layers can have different tile-sets (or fonts). So yes - you could use the 2nd layer with even a custom-made tile set. It will just be a bit complicated to combine the 2 in a meaningful way. You can see this in my "Brixx" game where the graphics for the bicks, frame and background is one layer and the high-score numbers etc is the other one. Be aware that the Kernal functions will only work with one of the layers, I think it's always "layer 1".
  5. This is a demo I wanted to do for a long time. I set myself the challenge: Would it be possible to show all 4096 colors of the X16 on a screen? The answer is "yes" I'm cleaning up the code now, so I can upload it to GitHub. Maybe then someone finds an even better solution.
  6. 4096 Color Demo View File This demo shows the full 4096 color palette of the X16 by using the raster line interrupt. The matrix is 64x64 colors. Due to limitations of available CPU cycles I had to add black gaps in between the lines. But I still thought it to be nice to look at. And it works in the Web-Emulator. Submitter AndyMt Submitted 02/15/21 Category Demos  
  7. Version 0.1

    32 downloads

    This demo shows the full 4096 color palette of the X16 by using the raster line interrupt. The matrix is 64x64 colors. Due to limitations of available CPU cycles I had to add black gaps in between the lines. But I still thought it to be nice to look at. And it works in the Web-Emulator.
  8. I remember those. Happens every 8 pixels, right? That's the beauty of the VERA design and it's interface to the bus: it's pretty independent.
  9. Yes, that's what I'm going for. And I'll have to change the entire palette over multiple scanlines. This makes the line IRQ not all too useful - I wonder how much you could do on the C64...
  10. I experimented with the raster line IRQ the last few days, too. I got it working, but there is very few cycles left you can use. Updating a (256) color palette seems almost impossible. I'll try to use the auto-increment feature of VERA, to improve this, by storing the 2nd palette in VRAM, too. And that's with the emulator- no idea if this will work on real hardware.
  11. New update: Different background patterns + colors 'pause game' function
  12. 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!
  13. Grüezi Ralph and welcome! A fellow countryman in the X16 community , finally!
  14. 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.
  15. 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.
  16. 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.
  17. 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!
  18. Yes, you can use YM2151 and the VERA PSG+PCM at the same time.
  19. 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.
  20. 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.
  21. 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.
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