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Everything posted by Eagle
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this is pallet value, higest 4 bits are pixelsa 0000 00 00 - byte PPpp C1 C2 P and p - are pixels on/off C1 pallet for pixels P C2 pallet for pixels small p
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Some graphics test from NES on 7800 This is just 2 bitmaps 320C mode, that's why Maria dma fail on the end of screen. 320C mode it's like Lowres mode but you can turn off the left or right half of the pixel. Stanley_TheSearchforDrLivingston.a78
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Last one... When The World Explodes by Slayer 9 colours 320C WhenTheWorldExplodesbySlayer_320C_9colours.a78
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@Defender_2600 another one for you. Picture by Piesiu from Spectrum in 320c mode XenoformByPiesiu320c.a78
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I'm using Grafx2 by setting grid for 2x1 Shift+G - grid menu G - grid on/off (must be off) Shift+Alt+G - grid view Also now I have LUA script for checking bad cells To run script right click on red marked FX button and open CellColorCheck.lua Script will mark bad cells, press undo to unmark them CellColorCheck.lua
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cc7800, a C compiler dedicated to the Atari 7800
Eagle replied to bsteux's topic in Atari 7800 Programming
No. -
Editor it's not finished. No point, to many problems with changing sprites, colours, saving etc. Like I said this is just converter for 320c mode only. I'm looking for different solution. Editor is just viewer for now. Bin attached (PAL no signature) 320cViewer.a78
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cc7800, a C compiler dedicated to the Atari 7800
Eagle replied to bsteux's topic in Atari 7800 Programming
Impressive work ๐ -
Where is bin file?
- 84 replies
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- arcade port
- 7800
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Too bad the 7800 never got a port of Rainbow Islands
Eagle replied to KrunchyTC's topic in Atari 7800
Yes. Petscii robots don't use Holey DMA, so no need special banking for Maria. Probably just need lots of rom for graphics. That's why they used halt trick. -
Too bad the 7800 never got a port of Rainbow Islands
Eagle replied to KrunchyTC's topic in Atari 7800
My approach for this game would be similar to what I did with Bomb Jack. 12 colours scrolling bitmap and drawing rainbows on the bitmap. Sprites for the main character and enemies. You never draw or erase more than one rainbow at a time. -
Too bad the 7800 never got a port of Rainbow Islands
Eagle replied to KrunchyTC's topic in Atari 7800
But Maria's bottleneck is access to the video memory. Fixed bank at $C000-$FFFF it's Big problem. Therefore, if you want to create a game with heavy use of gfx, you need a new mapper. That's why TailChao did Souper for Rikki&Vikki, Reveng did Bankswitch for Petscii Robots, Activision for Double Dragon and I did mine. 160B uses a lot of ROM and hardly anyone uses the above mappers. -
Too bad the 7800 never got a port of Rainbow Islands
Eagle replied to KrunchyTC's topic in Atari 7800
Unfortunately not in Silkworm, they are using dualplayfield mode. Amiga can get only 7 colours per playfield, so max 14 colours That's why Heli boss has only 5 colours. It's now. So let's explain: Maria has 8 palettes - 3 colours each (24 all together) Any sprite in 160A (3colours+transparent) mode can use any of these pallets, the sprite can be almost any size You can put sprites on top of each other for more colours. You can also use 160B (12colours+transparent) mode and sprite will use first 4 pallets or second 4 pallets. They can also be combine, so we can get 24 colours per sprite. We can do the same with tiles. The only limitation is Maria dma. I believe that Rainbow Island is achievable. -
Too bad the 7800 never got a port of Rainbow Islands
Eagle replied to KrunchyTC's topic in Atari 7800
This is not a game, itโs an engine. I just put gfx from Silkworm to show how will look like. Check my topic in programming forum, you will see some nice examples. Blame Amiga Check this colours (80) -
Too bad the 7800 never got a port of Rainbow Islands
Eagle replied to KrunchyTC's topic in Atari 7800
Also sprites can have 12 colours (from two different pallets) so you can see here (bosses), but unfortunately GFX was converted from Amiga version. In dual playfield mode amiga can have only 7 colours, that's why quality of bosses is poor. (amiga sucks ) edit: long story short, sprites can be 3 or 12 colours, it's up to programmer. Not very much different in Maria, Sally usage. A7800_ Atari 7800 (PAL) Cool [a7800p] 2023-03-21 17-07-21.mp4 -
Too bad the 7800 never got a port of Rainbow Islands
Eagle replied to KrunchyTC's topic in Atari 7800
Yes, because I chose that way for testing sprite engine. I can have every sprite having own colours from one of 8 pallets (every sprite can have 3 independent colours from one of 8 pallets) Engine is still WIP so no reason to mess with colours. Below old tests. Maybe will satisfy you A7800_ Atari 7800 (PAL) Cool [a7800p] 2023-03-13 23-45-29.mp4 -
Too bad the 7800 never got a port of Rainbow Islands
Eagle replied to KrunchyTC's topic in Atari 7800
Easily ๐ A7800_ Atari 7800 (PAL) Cool [a7800p] 2023-06-09 21-23-45.mp4 -
Too bad the 7800 never got a port of Rainbow Islands
Eagle replied to KrunchyTC's topic in Atari 7800
You can have 25 colours in one line bjGuardian.mp4 -
@Muddyfunster ask @miker
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Hmmm ๐
- 84 replies
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- 5
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- arcade port
- 7800
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(and 2 more)
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