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PAL Gridrunner Linked


Heaven/TQA

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Guys,

 

here is the first public release candidate. Thanks to Parallels, Windows 7 and Tebe's PC Packer I was able to link all the stuff together... packing not yet possible but I have not figured out why (packed game does not load proper).

 

Please let me know if everything runs fine esp. on real machines... sample will be improved and there are some gfx small bits and pieces I want to fix in the main game... esp. some improvements in the sound fx, too.

 

Credits so far

 

- Game: Jeff Minter

- Llamasoft-Logo Conversion: STE'86

- G2F title screen: Tezz

- Title Music: Miker

- Manual Music: Miker

README.XEX.zip

gridrunner_linked.xex.zip

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I tried this on my 130XE (PAL) 1050 drive on a Mydos 4.53 with mypicodos menu: got to the title screen then just black after loading noise. [edit saw 1 sheep before] Tried straight binary load from mydos itself and got garbage on screen after load :ponder: [edit - 1 sheep before and 2 after]

 

Another thing, please can you make the load after the title screen on fire aw well/instead of a key press, you have to use a joystick for most games and it's a pain to get up and press a key if you don't have the atatri in front of you... there are loads of games like this take note authors ;) :!:

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Guys,

 

Please let me know if everything runs fine esp. on real machines... sample will be improved and there are some gfx small bits and pieces I want to fix in the main game... esp. some improvements in the sound fx, too.

 

Here are my test results:

 

ATARI 800XL (PAL), 1MB RAM, STEREO-POKEY, QMEG-OS:

==================================================

Title screen with sheep -> O.K.

Rainbow animation -> O.K.

Title screen with plane -> O.K.

distorted sound -> erm, well

black screen

 

Altirra 1.5, PAL, 128KB, XL-OS:

===============================

Title screen with sheep -> O.K.

Rainbow animation -> O.K.

Title screen with plane -> O.K.

no sound -> same as above

black screen

 

atari++ 1.58, PAL, XL-OS:

=========================

Title screen with sheep -> O.K.

Rainbow animation -> O.K.

Title screen with plane -> O.K.

Sample played: "gridrunner" -> O.K.

Highscore menu -> O.K.

pressed start -> O.K.

game plays -> O.K.

 

Atari800Win Plus 4.0, PAL, 64KB, XL-OS:

=======================================

Title screen with sheep -> O.K.

Rainbow animation -> O.K.

Title screen with plane -> O.K.

Sample played: "gridrunner" -> O.K.

Highscore menu -> O.K.

pressed start -> O.K.

game plays -> O.K.

 

The game is fun. Definitely plays better than the XL version. Really looking forward for the final version, although the sample really has to be improved. :twisted:

 

Regards,

 

patjomki

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Borrowing same format:

 

Here are my test results:

 

ATARI 1200XL (NTSC), 256K RAM, 800XL OS

==================================================

Title screen with sheep -> O.K.

Rainbow animation -> O.K.

Title screen with plane -> O.K.

black screen

 

ATARI 1200XL (PAL), 256K RAM, 800XL OS

==================================================

Title screen with sheep -> O.K.

Rainbow animation -> O.K.

Title screen with plane -> O.K.

black screen

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Thanks. Will Look into it. DOS loading will Not work As the Vic 20 Game Code Takes $1000-$1e00. But i will Write a mem relicator.

 

So First try Game DOS.

 

 

 

Guys,

 

here is the first public release candidate. Thanks to Parallels, Windows 7 and Tebe's PC Packer I was able to link all the stuff together... packing not yet possible but I have not figured out why (packed game does not load proper).

 

Please let me know if everything runs fine esp. on real machines... sample will be improved and there are some gfx small bits and pieces I want to fix in the main game... esp. some improvements in the sound fx, too.

 

Credits so far

 

- Game: Jeff Minter

- Llamasoft-Logo Conversion: STE'86

- G2F title screen: Tezz

- Title Music: Miker

- Manual Music: Miker

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Interesting that altirra does Not load either...

 

 

 

Guys,

 

Please let me know if everything runs fine esp. on real machines... sample will be improved and there are some gfx small bits and pieces I want to fix in the main game... esp. some improvements in the sound fx, too.

 

Here are my test results:

 

ATARI 800XL (PAL), 1MB RAM, STEREO-POKEY, QMEG-OS:

==================================================

Title screen with sheep -> O.K.

Rainbow animation -> O.K.

Title screen with plane -> O.K.

distorted sound -> erm, well

black screen

 

Altirra 1.5, PAL, 128KB, XL-OS:

===============================

Title screen with sheep -> O.K.

Rainbow animation -> O.K.

Title screen with plane -> O.K.

no sound -> same as above

black screen

 

atari++ 1.58, PAL, XL-OS:

=========================

Title screen with sheep -> O.K.

Rainbow animation -> O.K.

Title screen with plane -> O.K.

Sample played: "gridrunner" -> O.K.

Highscore menu -> O.K.

pressed start -> O.K.

game plays -> O.K.

 

Atari800Win Plus 4.0, PAL, 64KB, XL-OS:

=======================================

Title screen with sheep -> O.K.

Rainbow animation -> O.K.

Title screen with plane -> O.K.

Sample played: "gridrunner" -> O.K.

Highscore menu -> O.K.

pressed start -> O.K.

game plays -> O.K.

 

The game is fun. Definitely plays better than the XL version. Really looking forward for the final version, although the sample really has to be improved. :twisted:

 

Regards,

 

patjomki

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Re Fire. On my list. As i patched anyway the F1toStart Key i can add Fire Button check there.

 

 

 

 

I tried this on my 130XE (PAL) 1050 drive on a Mydos 4.53 with mypicodos menu: got to the title screen then just black after loading noise. Tried straight binary load from mydos itself and got garbage on screen after load :ponder:

 

Another thing, please can you make the load after the title screen on fire aw well/instead of a key press, you have to use a joystick for most games and it's a pain to get up and press a key if you don't have the atatri in front of you... there are loads of games like this take note authors ;) :!:

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Just tried on my PAL ATARI 130XE (1MB RAM, STEREO, QMEG 4.04) and it hangs up right after title. Strange click occures and then screen stays black and nothing else happens.

Same here (with 64k PAL 800XL, stock XL OS).

 

I fired up my Turbo Freezer at the black screen, the Atari is spinning at $3040/3042, waiting for $D4 to become zero (but it seems to be $10 all the time).

 

so long,

 

Hias

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POKEY timers are frozen because initialization mode is on:

 

Altirra> .pokey

AUDF1: 03 AUDC1: f8 Output: 0

AUDF2: 00 AUDC2: 00 Output: 0

AUDF3: 00 AUDC3: 00 Output: 1

AUDF4: 00 AUDC4: 00 Output: 1

AUDCTL: 01, 17-bit poly, 15KHz

SKCTL: 00

SERIN: 00

SEROUT: ff (done)

IRQEN: 01, timer1

IRQST: f7, sertrans

ALLPOT: 00

 

Command line: negated

 

Turning POKEY's clocks back on (e skctl 3) fixes it.

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Thanks. Will Look into it. DOS loading will Not work As the Vic 20 Game Code Takes $1000-$1e00. But i will Write a mem relicator.

 

So First try Game DOS.

I also tried Fenders' 3 sector menu and still got blank screen after the inital graphics (130XE PAL, 1050 drive). Stupid question but what is Game DOS :?: :dunce:

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can someone please check this build of the game in Altirra if it still hangs and if this runs on PAL machines? it should...

 

sample_init
		sei
		lda #<sample_start
		sta sample
		lda #>sample_start
		sta sample+1
		lda #[>sample_end->sample_start]
		sta sample_size			; sample size in 256 byte pages
		lda #1 ;1			; 0=POKEY 64KHz, 1=15KHz 
		sta AUDCTL			
		lda #3	;3			; ~64KHz clock 16 = ~4Khz timer, ~15KHz clock 4 = ~4KHz
		sta AUDF1			; in timer 1
		lda #$f0			; test - no polycounters + volume only
		sta AUDC1
		lda #1
		sta IRQEN			; enable timer 1
		lda #0
		sta sample_nybble		; initialize nybble
		ldx #$f8
		stx sample_value		; an initial sample value (with no polycounters + volume only bit)
		lda #$70
wait3		cmp VCOUNT
		bne wait3			; sync to a scanline
		lda #0
		sta SKCTL
		lda #3
		sta SKCTL			; test - reset pokey and polycounters
		sta STIMER			; start timers
		cli
		rts

irq		pha
;play sample
	lda sample_value
	sta AUDC1
	tya
	pha
	ldy #0
	sta IRQEN
	lda #1
	sta IRQEN
	eor sample_nybble
	sta sample_nybble
	beq irq1
	lda (sample),y
	lsr
	lsr
	lsr
	lsr
	bpl irq2
irq1	lda (sample),y
	and #$0f
	inc sample
	bne irq2
	inc sample+1
	dec sample_size
	bne irq2
	tya
	sta IRQEN
	beq irq3
irq2	ora #$f0
irq3	sta sample_value
	;lda #0
	;sta $d20e
	;lda $d209
	;sta 764
	;lda #$40
	;sta $d20e
	pla
	tay
	pla
	rti



Edited by Heaven/TQA
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If you're just doing ~ 4 KHz samples in the foreground with no other processing needed, why not just use wait loops with VCOUNT?

 

You save a whole bunch of coding and all you need is to LDY VCOUNT/WAIT CPY VCOUNT/BEQ WAIT (twice).

 

Of course, you probably end up with a greater difference between PAL/NTSC since the ratio of scanline rate is more than the two master clock ratios.

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