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Found 10 results

  1. Is it possible for anyone to make an PC-98 style visual novel for Commander X16, since VERA is theoretically capable of doing 256 color graphics?
  2. Would the RF modulator and the channel 3/4 switch be on X16? If not, for what reason?
  3. On The 8-Bit Guy's video "Building My Dream Computer Pt. 2", after the Gameduino path didn't work out due to obsolete design of Sparta 3 FPGA and other things, so David needed plan B for video, Ross Andrews sent him Project Vulcan, while Frank Van de Hoef submitted the project VERA, and David chose VERA as a solution to the video hardware question. How different would things really be (realistically), had David picked Vulcan instead of VERA? You can make your own alternative timeline based on that as long as it sounds realistic.
  4. Hello everyone, Here's my 3rd experiment on the x16. It's a 32x32 pixel scroller like you'd see in a demoscene intro. I wanted to share what I've learned so far in case it might help some other newbie along. While watching slithymatt's tutorials about VERA I wanted to play around with the layering, tiles and scrolling systems. Attached is an animated gif, the prg and the source code in KickAssember format, since that's what I'm used to using on the C64 for my cross development. The best thing about using KickAssembler in my opinion is that is has a strong macro language build in, so the source code loads the png font and converts it to a VERA compatible format... no need to write conversion helpers in other scripting languages. Hope you enjoy. p.s. Not sure if this is the best forum to post this? Is there somewhere more appropriate? p.p.s. IS the jittering in the emulator avoidable? I tried a few things but was unable to reduce / remove it? scroll32.prg src_scroll32.zip
  5. Version 1.3.0

    272 downloads

    Raycaster demo (written in c and assembly) This version is a big improvement in performance: it now runs at 10+ fps! I am quite happy with the speed. The demo plays quite nicely now. See below description of version 1.3.0 for details. --- This is a raycaster demo written in c and assembly for the Commander x16. I've been trying out the x16 and thought it would be a cool idea to start working on a raycaster. Ultimately it would be great if "Wolfenstein 3D" can somehow be ported to the x16. That would be a BIG challenge though! This is how it looks now: Speed improvements in 1.3.0: Now running at 10+ fps! - Using zero page addresses for pretty much all my variables - Using fast multipliers that use "square" tables: https://codebase64.org/doku.php?id=base:seriously_fast_multiplication - Inlined the fast multipliers, so less copying of values, no jsr and rts - Re-using the somewhat "static" parts of the multiplications, so it won't be re-loaded/calculate each ray (this was harder than it sounds, quite of bit of refactoring done) - Cosine and Sine fractions are player-related, and even though they are negated sometimes, they (that is their squares) could be reused for (almost) each ray - The (square of the) fraction of the tile the player is standing in -to be used for calculating the initial x/y interception for each ray- could be reused - Cleaned up the main loop and several other parts - Replaced the 16-bit slow divider with a 512-entry table: distance2height (major improvement!!) New in this version 1.2.0: - draw functions have been ported to assembly. Much faster! - dda casting functions have been ported to assembly. Much faster! - drawing textures! - automatic generation of routine to draw ceiling and floor (only 4 cycles per plain pixel) - automatic generation of around 512 routines for drawing textures (only 8 cycles per textures pixel) - using joystick controls (you can use arrow keys and alt to control, you can hold down keys) - a few textures from Wolfenstein 3D (shareware version) have been added (loaded at startup) - changed the map to look like the first level in Wolfenstein 3D - added a border around the render area, just like Wolfenstein 3D Usage Unpack the zip. Make sure you have the .BIN files in the same folder as the source files. To compile: (this assumes cc65 is installed) cl65 -t cx16 -o RAY.PRG ray.c ray_asm.asm -O3 To run: x16emu.exe -prg RAY.PRG -run To play: up - move forwards down - move backwards left - turn left right - turn right alt-left - strafe left alt-right - strafe right To debug: p - turn on log screen o - turn off log screen t - turn on test ray l - rotate test ray left j - rotate test ray right Known issues (1.2.0) - Sometimes there is a corner of a wall not drawn correctly - Since there is no real V-sync you get "shearing" in the screen (requires double buffering) Next up: - Lots of speed improvements - Lots of cleanup of code (its messy now) - Add a time-per-frame indicator (using a vsync interrupt counter) - Mooaarr wall-textures! - Double buffer to prevent shearing - Show a map on the screen - Bigger map (limit is now 16x16) - Opening doors - Add (scaled) "sprites" - Lamps (scaled) hanging from ceiling - Stats in lower part, gun visible - AI, enemies Having fun! Jeffrey
  6. Wolfenstein 3D - raycasting demo with textures View File Raycaster demo (written in c and assembly) This version is a big improvement in performance: it now runs at 10+ fps! I am quite happy with the speed. The demo plays quite nicely now. See below description of version 1.3.0 for details. --- This is a raycaster demo written in c and assembly for the Commander x16. I've been trying out the x16 and thought it would be a cool idea to start working on a raycaster. Ultimately it would be great if "Wolfenstein 3D" can somehow be ported to the x16. That would be a BIG challenge though! This is how it looks now: Speed improvements in 1.3.0: Now running at 10+ fps! - Using zero page addresses for pretty much all my variables - Using fast multipliers that use "square" tables: https://codebase64.org/doku.php?id=base:seriously_fast_multiplication - Inlined the fast multipliers, so less copying of values, no jsr and rts - Re-using the somewhat "static" parts of the multiplications, so it won't be re-loaded/calculate each ray (this was harder than it sounds, quite of bit of refactoring done) - Cosine and Sine fractions are player-related, and even though they are negated sometimes, they (that is their squares) could be reused for (almost) each ray - The (square of the) fraction of the tile the player is standing in -to be used for calculating the initial x/y interception for each ray- could be reused - Cleaned up the main loop and several other parts - Replaced the 16-bit slow divider with a 512-entry table: distance2height (major improvement!!) New in this version 1.2.0: - draw functions have been ported to assembly. Much faster! - dda casting functions have been ported to assembly. Much faster! - drawing textures! - automatic generation of routine to draw ceiling and floor (only 4 cycles per plain pixel) - automatic generation of around 512 routines for drawing textures (only 8 cycles per textures pixel) - using joystick controls (you can use arrow keys and alt to control, you can hold down keys) - a few textures from Wolfenstein 3D (shareware version) have been added (loaded at startup) - changed the map to look like the first level in Wolfenstein 3D - added a border around the render area, just like Wolfenstein 3D Usage Unpack the zip. Make sure you have the .BIN files in the same folder as the source files. To compile: (this assumes cc65 is installed) cl65 -t cx16 -o RAY.PRG ray.c ray_asm.asm -O3 To run: x16emu.exe -prg RAY.PRG -run To play: up - move forwards down - move backwards left - turn left right - turn right alt-left - strafe left alt-right - strafe right To debug: p - turn on log screen o - turn off log screen t - turn on test ray l - rotate test ray left j - rotate test ray right Known issues (1.2.0) - Sometimes there is a corner of a wall not drawn correctly - Since there is no real V-sync you get "shearing" in the screen (requires double buffering) Next up: - Lots of speed improvements - Lots of cleanup of code (its messy now) - Add a time-per-frame indicator (using a vsync interrupt counter) - Mooaarr wall-textures! - Double buffer to prevent shearing - Show a map on the screen - Bigger map (limit is now 16x16) - Opening doors - Add (scaled) "sprites" - Lamps (scaled) hanging from ceiling - Stats in lower part, gun visible - AI, enemies Having fun! Jeffrey Submitter Jeffrey Submitted 02/19/21 Category Demos  
  7. So, we've got Tetris, Invaderz and Brixx. How difficult would be porting from a 16-bit system to X16, say, like from MS-DOS of VGA era, Amiga and Sega Genesis?
  8. So, since the YM2151 and YM3012 DAC are going to stay, with YM2151, YM3012 and VERA PSG+PCM, how would we compare the X16 audio capabilities to say like Neo Geo?
  9. hello can someone help me install LIFE.prg
  10. Version 0.1.0-2

    67 downloads

    it's a BBS system. check it out at https://github.com/juju2143/x16-bbs although it's been put on pause now
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