Heaven/TQA Posted July 8, 2009 Author Share Posted July 8, 2009 I guess corina cart? Quote Link to comment Share on other sites More sharing options...
Rybags Posted July 8, 2009 Share Posted July 8, 2009 Maybe it fits in 64K ? Really, it's the sort of game where you don't mind it loading from disk between levels (you appreciate the break). Used to play it a fair bit on Amiga, can't remember if it did staged loading. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 8, 2009 Author Share Posted July 8, 2009 ST loaded while traveling from continent to continent. Quote Link to comment Share on other sites More sharing options...
spookt Posted July 8, 2009 Share Posted July 8, 2009 Yeah - I think the Amiga did too. If only I had room to have my A1200 set up at the same time as my XL Quote Link to comment Share on other sites More sharing options...
Tezz Posted July 8, 2009 Share Posted July 8, 2009 Just catching up whilst away... wow top work .. Gameplay looks good and Excellent backdrops from Powrooz. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 8, 2009 Author Share Posted July 8, 2009 I wish I could tie up the best polish team to speed up my developments... ;=) Quote Link to comment Share on other sites More sharing options...
Kaz atarionline.pl Posted July 8, 2009 Share Posted July 8, 2009 Maybe it fits in 64K ? I'm afraid it doesn't fit 64K, even 128K I prepared a new movie clip, longer and with emulator scanlines switched off for better quality: Quote Link to comment Share on other sites More sharing options...
+Philsan Posted July 8, 2009 Share Posted July 8, 2009 I'm afraid it doesn't fit 64K, even 128K Hopefully at least another Corina game? Quote Link to comment Share on other sites More sharing options...
Rybags Posted July 8, 2009 Share Posted July 8, 2009 So, some sort of massively inline sprite engine that uses heaps of memory? Quote Link to comment Share on other sites More sharing options...
candle Posted July 8, 2009 Share Posted July 8, 2009 rather software sprites engine that needs that ram for every possible shift to get job done in time Quote Link to comment Share on other sites More sharing options...
Jetboot Jack Posted July 8, 2009 Share Posted July 8, 2009 I'd be happy for a Corina Cart of this - playing it on my XEGS would be sublime... sTeVE Quote Link to comment Share on other sites More sharing options...
spookt Posted July 8, 2009 Share Posted July 8, 2009 Yeah - looking at that footage I would certainly buy a cart release of it. Quote Link to comment Share on other sites More sharing options...
Kaz atarionline.pl Posted July 8, 2009 Share Posted July 8, 2009 I asked Tebe and Nosty about Corina release. Let's wait for answer. Quote Link to comment Share on other sites More sharing options...
Kaz atarionline.pl Posted July 8, 2009 Share Posted July 8, 2009 I got their answers: TeBe: "I didn't write "Pang" code for Corina and I'm not going to rewrite it for Corina." Nosty: "I wish to have Corina cartridge first, before I start pushing next people to write games for Corina. However, I can talk to TeBe about." Quote Link to comment Share on other sites More sharing options...
emkay Posted July 8, 2009 Share Posted July 8, 2009 The game really looks good and the speed seems well also. The music is no spot to blame... But do you guys think that the FX fit well? Particular when the arrow(?) is shot, the sound destroys the athmospheric part of the overall sound.... some "boomsweeeeeshhh" wouldfit better there Quote Link to comment Share on other sites More sharing options...
R4ngerM4n Posted July 8, 2009 Share Posted July 8, 2009 Absolutely brilliant guys! Did I understand right that software sprite masking is done by using tables with precalculated values for all possible combinations of overlapping? Quote Link to comment Share on other sites More sharing options...
lizard Posted July 8, 2009 Share Posted July 8, 2009 Fantastic! go on and finish this amazing game! I like the graphics and engine, that seems to be very fast. lizard Quote Link to comment Share on other sites More sharing options...
emkay Posted July 8, 2009 Share Posted July 8, 2009 Did I understand right that software sprite masking is done by using tables with precalculated values for all possible combinations of overlapping? Why should they? I guess, all sized of the balls are stored in the memory just for copying them ... Probably some routine is creates that only copys the borders of the balls/bubbles bitwise. Full bytes could be set by simple lda sta then... CPU wise, the ATARI should handle it easily. Seeing the logics that the big balls are always rare and the manifold small balls need less cpu cycles to handle... Look at Space Harrier. It handles "10 times" more and much bigger moving objects.. and it does digital speech while screen content is moving. And, if those games need more than 64K, who cares? The Atari was built for using cartridges and they always could have a ROM expansion with stored object content for "Sprite" masking... The really silly thing is that it wasn't used that way back in the 80s. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 8, 2009 Author Share Posted July 8, 2009 - preshifted sprite data for all 4 positions - separates routines to draw the sprite data a la lda screen, and #mask, ora #spritedata, sta screen... for all sprite needs memory... Quote Link to comment Share on other sites More sharing options...
tebe Posted July 8, 2009 Share Posted July 8, 2009 - preshifted sprite data for all 4 positions- separates routines to draw the sprite data a la lda screen, and #mask, ora #spritedata, sta screen... for all sprite needs memory... Heaven have right Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 8, 2009 Author Share Posted July 8, 2009 tebe... for all 40 collums or do you do lda screen,x and #mask_pixel_xpos ora #spritedata sta screen,x lda #spritedata+1 sta screen+1,x ... ? or do you use the indirect method lda (screen),y and #mask ora #sprite_data sta (screen),y ?? Quote Link to comment Share on other sites More sharing options...
tebe Posted July 8, 2009 Share Posted July 8, 2009 (edited) indirect, asm program generated by PC with optymization lda (ln24),y and #$C0 ora #$20 sta (ln24),y lda (ln25),y and #$C0 ora #$20 sta (ln25),y lda (ln26),y and #$C0 ora #$20 sta (ln26),y ... ... lda #$81 sta (ln20),y lda #$85 sta (ln16),y sta (ln17),y sta (ln18),y sta (ln19),y Edited July 8, 2009 by tebe Quote Link to comment Share on other sites More sharing options...
Rybags Posted July 8, 2009 Share Posted July 8, 2009 I once considered a method which only did horizontal movement that had all possible combinations catered for (prestored over background data). The memory usage is just too huge. Plus it won't handle adjacent or overlapping soft-sprites. But, the direct load/mask/store method... could make for some interesting games if a huge ROM size was used. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 9, 2009 Author Share Posted July 9, 2009 thx Tebe... that's how I thought it, too... drawing the inner parts of the bubbles esp the big ones you don't need the masking and you can draw faster. how many objects can you handle? is the code based on the c64 one? Quote Link to comment Share on other sites More sharing options...
tebe Posted July 9, 2009 Share Posted July 9, 2009 max 32 smallest ball (or 2 biggest ball), 1 big ball = 16 small ball i don't use C64 code Quote Link to comment Share on other sites More sharing options...
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