BruceMcF Posted September 14, 2020 Share Posted September 14, 2020 (edited) 8 hours ago, Fnord42 said: No, have a look here: https://github.com/commanderx16/x16-docs/blob/master/VERA Programmer's Reference.md The VERA does a fixed resolution of 640x480@60Hz, smaller resolutions are actually done via scaling. To be clear, is that one scaling parameter, or is it a choice of (640,320)x(480,240) logical bitmaps with an additional scaling to what part of the logical bitmap is shown on the screen? All I need right now is the "old KERNAL" call to the number of characters per row in the screen mode, so my "SuperCPU C64" emulator and x16emu displays both work correctly from the same binary, but eventually I am sure there is going to be a demand for output to the proportional character display w/embedded bitmaps, a la GeoForth. Edited September 14, 2020 by BruceMcF Quote Link to comment Share on other sites More sharing options...
SerErris Posted September 14, 2020 Share Posted September 14, 2020 No it is actually two parameters, and they can work idependently. So you can set hscale to 64 and get 320 and vscale to 52 (as far as I remember from my old brain) and that gives you 200... So you have a resolution of 320x200. So you can scale to any value. I have not tried myself what happens if you scale to anything between 64 and 52 ... Regarding the number of characters per Row... that is also affected by vscale and hscale.. 128 for hscale equals 80 characters. Where 64 equals 40 characters and so on... 16 would equal 10 characters AFAIK (not 100% sure) you can only scale the whole VERA. That means, you cannot scale the two layers with differenet scaling parameters. 2 Quote Link to comment Share on other sites More sharing options...
Ender Posted September 14, 2020 Share Posted September 14, 2020 Just to be clear though, in "screen 128" mode, it's scaled to 320x240, but then the bottom border is made bigger, so it cuts off the bottom 40 pixels. If it was scaled to 320x200 it would probably look a little squished, hence having the black border on the bottom. 1 Quote Link to comment Share on other sites More sharing options...
AndyMt Posted September 21, 2020 Author Share Posted September 21, 2020 New Version 0.4: Some gameplay changes: Level is lost when bottom enemy progresses to shields/fortress. You then fall back to the previous level and can try to advance again. If you fail level 1, then the game is over, too (or all lives lost). Enemy movements get more difficult with each level. They move faster, they advance faster. Patterns still the same Player sprite now has more realistic lag, when changing direction. Let me know what you think about this one. It was just unrealistically fast with the mouse, so I made it more difficult. Other improvements: More Levels! The background story is now more complete. The descriptions for levels > 2 don't yet match the description in relation to enemy behavior or motherships etc. Different enemy sprites I experiment with different enemy styles now. Most will probably be replaces later again. I like the martians, though ... Sprite animation for player sprite Player spaceship now shows thruster plumes and tilts when moving. 2 Quote Link to comment Share on other sites More sharing options...
AndyMt Posted September 23, 2020 Author Share Posted September 23, 2020 Forgot to mention some cheat-codes in this version : 'L': jump to next level 'R': return to previous level Quote Link to comment Share on other sites More sharing options...
AndyMt Posted October 1, 2020 Author Share Posted October 1, 2020 New Version 0.5: Fixed the collision detection - finally! More enemy sprite graphics. Minor speed and game play changes. Have fun! 2 Quote Link to comment Share on other sites More sharing options...
AndyMt Posted October 22, 2020 Author Share Posted October 22, 2020 New Version 0.6: More enemy sprites, final designs These sprites should now be complete. Maybe I'll fine tune them later. VRAM constraints won't allow more enemies, without loading them in the fly. Animated enemy sprites All enemy sprites are now animated with 4 frames each. Despite the number of sprites on the screen this seems to be no performance issue yet. More diverse level compositions The formations of enemies is now more diverse Next I'll probably try to make some enemies break formation and attack. Or maybe I have them close their ranks from time to time. Let's see . Quote Link to comment Share on other sites More sharing options...
OguzhanKuyubasi Posted February 8, 2021 Share Posted February 8, 2021 On 10/22/2020 at 11:35 PM, AndyMt said: New Version 0.6: More enemy sprites, final designs These sprites should now be complete. Maybe I'll fine tune them later. VRAM constraints won't allow more enemies, without loading them in the fly. Animated enemy sprites All enemy sprites are now animated with 4 frames each. Despite the number of sprites on the screen this seems to be no performance issue yet. More diverse level compositions The formations of enemies is now more diverse Next I'll probably try to make some enemies break formation and attack. Or maybe I have them close their ranks from time to time. Let's see . What comes in the next Version of Invaderz? Quote Link to comment Share on other sites More sharing options...
AndyMt Posted February 8, 2021 Author Share Posted February 8, 2021 18 minutes ago, OguzhanKuyubasi said: What comes in the next Version of Invaderz? 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. 1 Quote Link to comment Share on other sites More sharing options...
OguzhanKuyubasi Posted February 8, 2021 Share Posted February 8, 2021 (edited) 11 minutes ago, AndyMt said: 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. Good to hear. And this game is really good. Edited February 8, 2021 by OguzhanKuyubasi 1 Quote Link to comment Share on other sites More sharing options...
AndyMt Posted February 9, 2021 Author Share Posted February 9, 2021 (edited) 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! Edited February 9, 2021 by AndyMt 2 Quote Link to comment Share on other sites More sharing options...
AndyMt Posted April 5, 2021 Author Share Posted April 5, 2021 Added a Kernal/ROM version check. Will only run on R38, as well as on custom ROMs on your own risk. This is in preparation for the upcoming R39 on which the current game won't work. Quote Link to comment Share on other sites More sharing options...
AndyMt Posted April 5, 2021 Author Share Posted April 5, 2021 (edited) I've now created a test version running on R39 and maybe (?) on real proto #2 hardware. I won't put this in the download section, but if anyone wants to try, I attach the file here. Not sure if this works on a SD card, I just load from device 8. @Michael Steil: I understand you have one of the few existing boards. So just in case you find the time, maybe you can test the attached file ? INVADERZ R39.ZIP Edited April 6, 2021 by AndyMt Updated Test file - loads no music. 1 Quote Link to comment Share on other sites More sharing options...
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