Heaven/TQA Posted August 13, 2015 Share Posted August 13, 2015 here is another big junk of code I have recovered from the HARD source code archive Tamas Bene sent to me few months ago. This one took longest as I tried to understand everything so I can rebuild it and expand it... As my time is limited for another full Arsantica 3 demo yet... I yesterday decided to release this for you to play around... take a joystick... it runs on PAL Atari 800 XL with 64k... so no 130xe or 320kb needed. let me know what you could imagine to build a game out of it... (no moving sprites please). Credits: Tamas Bene/HARD for engine Heaven/DSR multitexture, optimisations etc. dsr_wolf2.xex 10 Quote Link to comment Share on other sites More sharing options...
popmilo Posted August 13, 2015 Share Posted August 13, 2015 Nice one Karolj! ps. What's the orange part on the right ? Quote Link to comment Share on other sites More sharing options...
pirx Posted August 13, 2015 Share Posted August 13, 2015 let me know what you could imagine to build a game out of it... (no moving sprites please). Capture The Flag 2 then. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted August 13, 2015 Author Share Posted August 13, 2015 the orange bar was only testing I I can remember how to make missles transparent over mode9. @Pirx I was thinking of combining my battle engine of Beyond evil with the 3d engine. so you see monsters as spots on a player/missle map while in real view they are unvisible. when spotting a encounter battle begins (different screen like in Final Fantasy or Dragon Quest). 1 Quote Link to comment Share on other sites More sharing options...
lotek_style Posted August 13, 2015 Share Posted August 13, 2015 Nice one... I put it here: http://demozoo.org/productions/143822/ Who did the music? 1 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted August 13, 2015 Author Share Posted August 13, 2015 Miker.... But only as test.... You are too fast Quote Link to comment Share on other sites More sharing options...
jellonek Posted August 13, 2015 Share Posted August 13, 2015 heaven: could you describe in more words on what type of atari did you load this demo? how it's configured, which medium you used? i have informations that it works on altirra 2.70-x, and does not work on anything else (older altirras, ANY real atari). i've tested it on my ataris (on differend memory/os/system configurations, even under xbios), also on pinokios atari in many more configuratios, from hdd, from sio2sd, in ultra or normal transmission and - all this without luck... what i have to do to test this on real atari? what version of os i should use (i tried every one i have)? what medium type i should use (sio2sd in normal mode works exactly the same as 1050, so...)? what is the reason that this file has segments prepared to load in unusual memory addresses ($d800 AIR)? btw. this is my first post on this forum, 9 years after registration 3 Quote Link to comment Share on other sites More sharing options...
drac030 Posted August 13, 2015 Share Posted August 13, 2015 (edited) It does not look like it has any chances to work, if the loader does not copy the ROM contents to the RAM underneath. The first thing this program does is this: L0600: LDA RTCLOK+2 L0602: CMP RTCLOK+2 BEQ L0602 L0606: LDA #$FE STA PORTB RTS The code at the label L0606 disables the ROM without first copying its contents into RAM. So, on the vast majority of loaders/DOS-es/whatever, it must hang during loading. Thanks to voy for disassembling this piece of art. Edited August 13, 2015 by drac030 1 Quote Link to comment Share on other sites More sharing options...
xxl Posted August 14, 2015 Share Posted August 14, 2015 replace: LDA RTCLOK+2CMP RTCLOK+2BEQ $602 with: lda #0 sta nmien nop now runs with xbios: test.atr 1 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted August 14, 2015 Author Share Posted August 14, 2015 (edited) Aaaahhh.... Sorry. Did some quick hacks to load data under rom with Altirra as HARD uses normally their own loader.... My fault. Altirra makes it easy to load below OS data. Simply switch off rom and then it's own loader works and puts data there. Edited August 14, 2015 by Heaven/TQA Quote Link to comment Share on other sites More sharing options...
drac030 Posted August 14, 2015 Share Posted August 14, 2015 No need to trouble anyone with weird loaders or half-working patches. Here is something that should run from any ordinary loader. dsrfix.xex 1 Quote Link to comment Share on other sites More sharing options...
emkay Posted August 14, 2015 Share Posted August 14, 2015 let me know what you could imagine to build a game out of it... (no moving sprites please). Why no moving "sprites" ? Would it be that problematic to add the missiles, in a "spherical shape" ? You know, they were the gosts of bad soldiers, attacking you Also, you could do a fixed shape using the missiles and also the players , while rotating the scene. you guys simply need more ideas Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted August 15, 2015 Author Share Posted August 15, 2015 Drac how does it run from 65816? Quote Link to comment Share on other sites More sharing options...
TheNameOfTheGame Posted August 15, 2015 Share Posted August 15, 2015 Nice demo! Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted August 15, 2015 Author Share Posted August 15, 2015 And btw.... This is just a quick beta to show the code and you guys not waiting another 20 years. 1 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted August 15, 2015 Author Share Posted August 15, 2015 MK... Because no time to implement moving objects.... I guess NRV has no moving enemies, too. Quote Link to comment Share on other sites More sharing options...
Xuel Posted August 15, 2015 Share Posted August 15, 2015 Here's a mod of drac030's mod that works under acceleration: wolf2-novscrol.xex I just swapped the display list for one that doesn't use the VSCROL DLI trick since that requires precise CPU timings. 2 Quote Link to comment Share on other sites More sharing options...
foft Posted August 15, 2015 Share Posted August 15, 2015 Runs nicely accelerated without the vscrol trick.This is on the DE1 at 28Mhz (16*1.7...), be interesting to see with 65816 accelerators etc. 2 Quote Link to comment Share on other sites More sharing options...
foft Posted August 15, 2015 Share Posted August 15, 2015 Forgot to ask, does it support time demo? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted August 15, 2015 Author Share Posted August 15, 2015 Great... And still not using any 16bit code or feature... Ok... 28mhz do it anyway Quote Link to comment Share on other sites More sharing options...
drac030 Posted August 15, 2015 Share Posted August 15, 2015 On 65C816 it was OK, just before it was needed to slow down the accelerator to like 3 MHz, because the display mode did not work correctly. Now Xuel's mod runs well on 20 MHz. 1 Quote Link to comment Share on other sites More sharing options...
emkay Posted August 15, 2015 Share Posted August 15, 2015 MK... Because no time to implement moving objects.... I guess NRV has no moving enemies, too. You wouldn't need to implement "moving objects" , just to add fixed objects on the screen and move them left and right. Up dand down is not needed. Project-M uses "256" colours... And, as you might have realized already. The demo is that quick , even with no special opcodes used. So, there is "cpu space" Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted August 15, 2015 Author Share Posted August 15, 2015 But enemies sprites would need proper masking and scaling while moving in realtime so I thought something clever but nice idea. Quote Link to comment Share on other sites More sharing options...
emkay Posted August 16, 2015 Share Posted August 16, 2015 But enemies sprites would need proper masking and scaling while moving in realtime so I thought something clever but nice idea. No, they won't really need masking 1. They were just "shine through shapes", so , what's behind, doesn't matter. 2. The relative position and the width of a path, should be stored in the engine itself. Moving the "enemies" in relation of that should be possible. 3. for black borders you could use 2 players Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted August 16, 2015 Author Share Posted August 16, 2015 Can you make some mockup? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.