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CursorKeys

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Everything posted by CursorKeys

  1. Hi! Indeed, I have some code for doing just that. Only one frame. No optimization yet to do a whole bunch of frames on one button click. The code is not CX16 compatible though, you need to run it from your browser, since it's in javascript. I have a whole folder with double petscii images waiting for a next demo. Haven't gotten to it, since a non compressed hires double petscii picture, is quite large (20kb), and I only managed so far to put a single one in a prg file. (See my previous thread posting) Anyway the code is not yet public, but will be pretty soon.
  2. Hi! I am working on a little project in screen mode 0. I can set the screen mode in basic. I can also set it in c. But when I set it in c, I get incorrect scrolling. It seems the scroll routing still thinks the screen is 60 characters high. I can't find it in the manual. (I probably put my blind glasses on :)) Scrolling is done like this. Print lots of character until the lower end of screen is reached, will trigger scrolling. It's rough, but it works. The screen setting is basically like this: *vera_video = 0x20 | 0x10 | *vera_video; *vera_hscale = 0x40; *vera_vscale = 0x40; *vl1_cfg = 96; *vl1_map = 0x00; What am I missing? I tried checking vera registers after doing a "manual" screen command, and the only thing I came to is the patter 0110 in the mapwidth, map heigh sections of the L1_CONFIG register. (hence *vl1_cfg = 96; ) Thanks CC
  3. 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.
  4. Version 1.0.0

    28 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.
  5. 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  
  6. Thanks for the correction. That makes my demo go only 12.5 FPS.... Ok, back to the mines it is then
  7. 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
  8. 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
  9. 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".
  10. 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?
  11. 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.
  12. 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.
  13. >>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.
  14. 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
  15. 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
  16. 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
  17. Version 1.0.0

    20 downloads

    What is double PETSCII? What is PETSCII you may ask first. PETSCII is the extended commodore text character set. This character set has been designed in such a way that it would enable simple graphics on the screen. Which would make it easy for would be programmers on the system, to make card games and so on. However easy to use, it is not easy to create very nice graphics with it.... But... This has changed somewhat. If you search for PETSCII art, you see people are trying to get cooler and cooler graphics out of PETSCII. Double Petscii is using the Commander 16's native graphics modes to overlay two layers of PETSCII graphics. This demo is an experiment in how that may be used. Tech info: -It was made with the cc65, in C. -The PETSCII mode used is lores text mode, with two layers. (40x30 chars) -All colors are standard colors. -1 Color is used as a color to be sacrificed for non black transparency, so there are 15 colors to work with, not 16. -Pictures drawn in hyperpetscii petscii online drawing program. https://hyperpyxel.com/?p=229
  18. LORES DOUBLE PETSCII DEMO View File What is double PETSCII? What is PETSCII you may ask first. PETSCII is the extended commodore text character set. This character set has been designed in such a way that it would enable simple graphics on the screen. Which would make it easy for would be programmers on the system, to make card games and so on. However easy to use, it is not easy to create very nice graphics with it.... But... This has changed somewhat. If you search for PETSCII art, you see people are trying to get cooler and cooler graphics out of PETSCII. Double Petscii is using the Commander 16's native graphics modes to overlay two layers of PETSCII graphics. This demo is an experiment in how that may be used. Tech info: -It was made with the cc65, in C. -The PETSCII mode used is lores text mode, with two layers. (40x30 chars) -All colors are standard colors. -1 Color is used as a color to be sacrificed for non black transparency, so there are 15 colors to work with, not 16. -Pictures drawn in hyperpetscii petscii online drawing program. https://hyperpyxel.com/?p=229 Submitter CursorKeys Submitted 04/05/21 Category Demos  
  19. Thanks for the great feedback, I'll check it out tonight or tomorrow, when I find a bit of time. For those who asked, I'm on Linux, Linux Manjaro (an Arch Linux based distro), so anything that requires Micro$soft Window$ won't do it for me. Anyway the second question comes to mind in the mean time, what about the web emulator, because all things said, that's the one I spend most time on.
  20. Thanks guys! What kind of SD image would that be?
  21. Hi all, What I remember from commodore basic is that you write data to disk by using the open command, and the print# command. However I haven't succeeded in doing so. I checked the c64 page, and played with device numbers and file numbers and so on, but no luck so far, Which makes me wonder, are these basic commands implemented in the emulator, or will they only work on real hardware? (or am I just not. trying with the right parameters) Thanks /C
  22. Thanks for the input, actually the simple example from Ender helped, since it made me question, why the value $31 should be poked (I was poking $20). That led me to the conclusion, that the default layer was layer 1, and the extra was layer 0, and then it all fell into place, and transparency work fine with both text layers (which I was not sure until SlithyMatt pointed that out). But I had to swap the map buffer pointers around, so the basic output buffer would be below. So basically point layer 0 to $00 and point layer 1 to $0F, then it all worked as I wanted. Next I'll be reading the scrolling and layers in Basic tutorial from DusanStrakl
  23. Hi all, I have a question. I have been making an experiment with trying to get one text layer (screen) overlap another. I used 320x200 mode, for both. I expected (hoped), that the color 0 in the palette of layer 2 would be seen as transparent, and being able to use one layer as an text (actually PETSCII), overlay on the other. What I see instead is that when I add another text layer, it overlaps the first completely. So nothing is transparent, so layer 1 may as well not be there, since layer 2 seems to have a higher priority. And also I found another behavior that puzzles me. What I did not expect was that the map offset of the second layer, also determined it's y position on the screen. For example, when I pointed it to some data that was at the end of layer 0 map. Then the top of layer two would be visible, overlapping the bottom of layer 1. Is this expected behavior? Will we get on the real hardware "real" transparency, for color 0, even for a text layer? Or is the behavior of the emulator correct, and and we can trust that we can use the effects as seen now in our games and demos? Thanks /C
  24. I just got one for Christmas, and first impressions are, nice and small. Unfortunately it pushes Python as it's main Dev environment, which is not my thing. (Don't get me wrong I am sure Python is wonderful, but it's just not my cup of tea). I was hoping to be able to program directly to the hardware. I did an amount of googling on it, and it seems it can be done, but it's not as straight forward as the C64 or the X16, and as low level. However it's nice that you have your the OS on the SD card, so you can potentially dive in and "write your own OS", which I won't do, due to time, but would like to do in an alternate universe where I have time . Otherwise, I am not sure I like the micro hdmi connector. There is two of them, I'd prefer to have just one "normal" HDMI connector instead. Also getting the sound out of it, is kinda a pain to me, it goes through the hdmi port, but my monitor does not have sound support, so... My other monitor is VGA, and there are good mini hdmi to vga connectors with sound output, but did not find them for micro hdmi. Of course I probably will fall back on going for the blue tooth option, but I guess I am old fashioned, and would like a phone output instead. I also wish they put an on/off switch on it, and made the keyboard a bit bigger. Last observation, I love the reference manual, just to have it in paper, but would have preferred it to be a dedicated reference manual for the PI400, and not shared with the PI4. Also, unfortuanatly it's beginners reference manual, nothing as cool as the reference manuals in progress on this website. All that being said, I am still looking forward to booting straight into VICE or UAE, and fiddling with making a micro os on it, it's currently sitting next to me waiting to be developed on.
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