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rensoup

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Everything posted by rensoup

  1. Thanks, I think I you mentioned somewhere that you used it (downloaded some source code you posted). It seems pretty clean, just wondering what advantages you found compared to other assemblers ?
  2. Actually I don't think ASAP supports 2Tone ? That would require adding TIA emulation...
  3. Interesting stuff but why would you choose the ZX version since it's a much bigger job even with a complete disassembly ? Aren't there duplicates there ? just on that first line ? XOR looks ok but I think regular masked sprites are doable on the A8. I'm guessing that's why the palette for software sprites is a gradient on the C64, so that the XOR plot doesn't look too messed up.
  4. That's cool, maybe that means that XE cartridges are possible too ?
  5. The idea is that anything moving would go into the unassigned charset pool, so once destroyed it would free its space allowing it to be replaced with explosion debris for instance.
  6. Ooops... It looks like I tried to extract a non existing RMT from that file... and I already had a monty on the run.rmt from Enderdude in that folder Here are 3 quality tunes from him, I think he deserves his own folder
  7. Nice... The blue turret partially animates I think so it wouldn't be part of the background, so that'd be 2 chars less for some charsets... 6 charsets = 6KB + 2 charmaps = 8KB for double buffered empty space, that's really good actually! Even 8 charsets is good. Of course there would need to be an intermediate map required to generate those charsets costing a bit of space too. Potentially no. Like you said, static sprites are charsets until they move and then use hardware sprites which don't require double buffering. It's hard to say for sure. On the A8, all moving objects would require software sprites.
  8. Any chance of having a breakpoint summary window ? with the ability to enable/disable them. It's difficult to keep track of them right now as you have to use a command line.
  9. I'm not working on Cybernoid, I was just answering Youxia in the PoP thread JP' mockup is very interesting and a good startup point for brainstorming. That said, it doesn't look impossible! I doubt that it would be less work in the end... It would be less time spent on pushing the hardware though. Perhaps I'll try a graphics test in the future That's actually lower than I thought... Indeed! 4 charsets + 1 charmap = 5KB if I recall, x2 for double buffer. That's actually really low... I'm wondering if there would be even more savings if you used a few more charsets and only double buffered the empty space ? Could you try to run that first pic with 6 charsets and see if it goes down to about 40 for each ? Perhaps mode4 isn't that useless...
  10. I was listening to this tune: http://asma.atari.org/asma/Composers/Szpilowski_Michal/Monty_on_the_Run_Ingame.sap it say it's by Miker but when I extracted the RMT, it's actually by @EnderDude. I also noticed that he doesn't have a folder while he's done a bunch of great tunes
  11. 5th color has nothing to with interleaved charsets though ? Interesting examples but can you post a screenshot with a single charset ? It seems really odd that this game would have more than 256 chars... Perhaps a bug, either with the tool or with the source picture which contains the same chars but with slightly different colors thus counting them as different chars ? Can you post a few screenshots with a single charset where the source picture is one single screen of the game (like the start screen, the screen with the big plant, and the screen with the tall monster on the left wall ) ? Now just add double buffer requirements The problem is that you have to keep an awful lot of free space which isn't used most of the time. Really wasteful and would probably push the mem requirements above 64KB Mode4 is a letdown again...
  12. Not sure, for .byte 'a' kick asm produce $01 instead of $61. Like I said, upper case chars are ok.
  13. I've not used it myself, I prefer modeE but I would think you'd only copy the chars needed for each line where the charset is used on the screen, so line0: charset0 line1: charset1 line2: charset2 line3: charset0 ... charset0 would only contain the chars used on line 0/3/... which could be the whole charset indeed if you're unlucky. Plus some empty space for the soft sprites... soft sprites worst case would be space ship + 8 explosions + missiles, 2 mines + mine trails + enemies + projectiles, potentially 3 + 8*2 + ?*3 + 2*3 + ?*2 + ?*3 + ?*2 = a lot! potentially half of the charset ?
  14. Anyone using kick asm ? It seems when using .byte 'A','a' the lower case 'a' doesn't get converted to the right value... I'm using 5.23... Its author seems to be using a FB group for all things related to it, which I'm not a fan of... could anyone submit the bug ?
  15. you should not apply for a Mod position The posts I mentioned are exactly about that, those were example pictures by MrFish displayed on the A8, not mockups, which I found inspiring. I didn't mean to imply your thread was useless, it's pretty nice to have a "Greatest Hits + new stuff" thread from time to time
  16. Ah right... I didn't remember much of the game (played it on the ST) so I checked it and there's a lot of sprites when there are explosions... not sure Mode4 can cope with that (CPU and Memory). Probably better suited for ModeE
  17. Sure it is, it shows PF as grey and PMGs as colors (orange green blue pink)
  18. That's a pretty good use of Prior0... I had only seen that single screenshot I think. I don't know if it would work for all the screens though... One thing that would potentially look buggy is the color clashes between the ship and the background because you're using PF2 (or PF3 ?) on the ship and background. The ship should only use BK, PF0 & PF1 Seems a little wasteful to use PM0/1 just for those red mines (and borders). perhaps it would be possible to make the red part smaller ? like this ? (just make the inner part red) Then you could use PM0+ M0 for the 2 balls and PM0/1 to give the ship its own color
  19. Yeah I always mix up Shift+ F8 and Ctrl+ F8 Yeah I understand now, I wasn't sure about the PMG width. I used the same repositioning technique in the princess room in PoP
  20. A bit of a missed opportunity indeed... the A8 port is not included in any comparison video because it came so late. Would have been nice.
  21. meh I'm not a fan of hires except for a few spectrum ports (Manic miner,...) JP's cybernoid mockup looks pretty good in midres: same with Tezz's Chimera+
  22. I dropped clues a while back but converting Z80 code to a high level language is really boring, I've got about 5% done 😑 I may change course for a bit and try a port that doesn't require perfect accuracy... (hence less peripheral work)
  23. I understand the repositioning but not sure about the rest... Could you post an Altirra screenshot with Shift+F8, perhaps that'll make it clearer... You're saying you're using the PMGs as underlays, are they 4x width too ?
  24. Just trying to dispell myths... some like to boast that the PoP C64 version is better because it uses only 64KB of RAM. If anybody came to you saying that Hyperblaster is great but it's even better on the NeoGeo because it only uses 150KB of RAM while the Amiga version uses xx MBytes, I'm guessing you'd qualify them as clueless.
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