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CursorKeys

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CursorKeys last won the day on May 1

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  1. CursorKeys

    Petaxian

    4 out of 5, since if it had sound and if it was a complete game it would get a 5/5 from me for sure. It is looking promising. And it also plays nice. Nice PETSCII look and feel, and responsive. I love Galaxian and Centipede type of games, so I will keep an eye on this one.
  2. Version 1.0.0

    10 downloads

    This is my second "Double PETSCII" demo. But this time around, the screen resolution is higher, and it is not hand designed PETSCII pictures, but instead it is an imported picture. Besides PETSCII, there is also a scrolling effect, and a wavey effect. The demo is written in KickC, and the PETSCII editor is once more the alfa version of HyperPetscii. The link to this can be found here: https://hyperpyxel.com/?p=229 Note: It is still pretty unstable and does not work well on a browser in the MAC for some reason. If you cannot run it on an emulator, you can see it on youtube here: https://youtu.be/kwLtU9fACpE Keep cool, and keep it PETSCII.
  3. MR TUTH - HIRES DOUBLE PETSCII DEMO View File This is my second "Double PETSCII" demo. But this time around, the screen resolution is higher, and it is not hand designed PETSCII pictures, but instead it is an imported picture. Besides PETSCII, there is also a scrolling effect, and a wavey effect. The demo is written in KickC, and the PETSCII editor is once more the alfa version of HyperPetscii. The link to this can be found here: https://hyperpyxel.com/?p=229 Note: It is still pretty unstable and does not work well on a browser in the MAC for some reason. If you cannot run it on an emulator, you can see it on youtube here: https://youtu.be/kwLtU9fACpE Keep cool, and keep it PETSCII. Submitter CursorKeys Submitted 05/01/21 Category Demos  
  4. Thanks for the correction. That makes my demo go only 12.5 FPS.... Ok, back to the mines it is then
  5. It's C code mixed with assembly right now, so I'll check out the RDTIM kernal routine. Just have to see what is stored in the a,x,y registers for result. I'll play with that, Thanks for the tip! Edit: Ok, got it, (a+x*256+y*256*256) * 10 => milliseconds since machine was powered on, it seems. So 1 frame takes me 50 ms to draw it seems, which means I am running at 20 FPS... Ok, back to optimizing then
  6. Hi! I am playing with a new little demo and it's running pretty slow now, so optimizations is what I am working on. So right now I like to check (in numbers) how many FPS (frame per second), I am actually getting. How do I get a system clock or so, to see how much time has passed? I haven't done that before on c64/x16 hardware. Or is there an other way of getting the FPS, something build into the emulator? Sorry if the question is stupid, but it's what I am trying to figure out just now. Thanks CC
  7. Thanks. Yeah, I've got a FC 3 laying around somewhere. I remember the first time I saw it, it was looking pretty sweet. But that was years later, in my "commodore days", I had a Power Cartridge though "Description of the Function keys F1,F3,F5" was the whole "GUI". EDIT: Did a quick google on power cartridge, seems like I remembered it wrong, this was the "GUI".
  8. I am a bit late, and I should have posted this on april the 1st, but..... What is this "Desktop" that you are speaking of ;)???
    Wow Impressed. How can this run on a 6502 based machine? Does it mean it could be ported to good old c64 as well? Or would the chunky graphics to c64 multicolor bitmap mode conversion be too slow?
  9. Thanks! I did not know that, I got the impression that SD images were needed, but maybe that was then only from Basic and the Open command.
  10. Thanks, I was more interested if you can make 1 file programs (with no external files) that contain more then 64k of data, to be loaded direcly outside of main memory. But ok, multi file approach it is then I just wish I did not need to have SD card file images to play with multi file programs.
  11. >>You can't read them unless you've set them. Ie, you can't read the default palette Ah ok.... I think you should though. Now my code is including the original palette as data, just in order to restore the palette after I messed it up. But if the default palette would be tweaked at some point, my code will be less accurate. Ok, not a biggy, but at least then I am not going crazy. And yes, if the Kernal would set the palette on startup, it would make sense you could read it later on. That sounds like a good solution.
  12. Hi! I (and maybe I am alone there), like the fact the commander 16 has the PETSCII characters. It has high nostalgic factor for me. But since the X16 has also the possibilities to change the background of each character separately, the higher 128 characters of the PETSCII character set is more or less "waste". It would be really cool, to choose from another extended PETSCII character set, where a number of "limitations" in the original character set are addressed, in the higher 128 characters of the font. I am sure lot's of people would be willing to suggest characters for this extended PETSCII character set. I am thinking of things like. -Single pixel width checkerbox (we have VGA now, so it's ok) -Diagonal lines of 1 pixel width -A few basic Smileys -Half bright "4 pixel width pixels" (semi half bright, using checkerbox pattern) -a few degrees of (semi) brightness, so you can simulate a color fade. -Diagonal lines chars, for making a diagonal line of two characters long. -Many more could be thought of, I am sure a competition would arise if the idea was supported officially, with everyone wanting to chime in. It could be a great community event. Just sharing some loose thought on a slow monday evening. Cheer CKs
  13. Hi! The Vera has a palette that can be changed, which is awesome, a little like the Amiga in that way. All is fine when I change the colors to writing to the Vera registers, but when I read, and try to restore later, it won't work. It is like the values reading the color registers are not correct? Am I doing something wrong, or is this a known bug, or a know issue, that you need to take special care to read the registers? Cheer CKs
  14. Hi! I am sure this is a silly question, but disregard if you wish. The X16 uses the PRG file format for executable files, but the PRG format is tied to commodore and commodore 64 with stricter limitations. For example the X16 has graphics memory and extended memory. Does (or will) the PRG format (the version used in X16) have any support to load large data structures in extended ram or direct into VERA memory? Thanks CKs
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