+x=usr(1536) Posted October 16, 2022 Share Posted October 16, 2022 14 minutes ago, Eagle said: @Ecernosoft I think this should apply not only to the code but also to posting on the forum I remember when Ecernosoft and I had the non-pictorial version of that conversation. Good times! 4 Quote Link to comment Share on other sites More sharing options...
Eagle Posted October 26, 2022 Author Share Posted October 26, 2022 More magic.... 14 Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted October 26, 2022 Share Posted October 26, 2022 Holy Demoscene, Eagle! Terry Cavanaugh would be proud. 2 Quote Link to comment Share on other sites More sharing options...
Ecernosoft Posted October 26, 2022 Share Posted October 26, 2022 (edited) On 10/16/2022 at 6:27 PM, x=usr(1536) said: I remember when Ecernosoft and I had the non-pictorial version of that conversation. Good times! Hahah. Yeah, I'm practically known for posting a lot Edit: I try not to, but you know that I won't really post as little as you all do. Edited October 26, 2022 by Ecernosoft Quote Link to comment Share on other sites More sharing options...
Eagle Posted October 27, 2022 Author Share Posted October 27, 2022 2 hours ago, SlidellMan said: Holy Demoscene, Eagle! Terry Cavanaugh would be proud. It won't be better than the Terry version, but it will definitely be better than the C64 Quote Link to comment Share on other sites More sharing options...
Ecernosoft Posted October 28, 2022 Share Posted October 28, 2022 (edited) On 10/26/2022 at 9:03 PM, Eagle said: It won't be better than the Terry version, but it will definitely be better than the C64 C64? Pff. It'll be better than the NES! C64 was beat quite a while ago. Edited October 28, 2022 by Ecernosoft Quote Link to comment Share on other sites More sharing options...
Ecernosoft Posted October 28, 2022 Share Posted October 28, 2022 On 10/16/2022 at 5:23 PM, RevEng said: He did, once or fivece. LOL!!!! Yeah, I did mention that quite a bit in the past. Quote Link to comment Share on other sites More sharing options...
Eagle Posted November 12, 2022 Author Share Posted November 12, 2022 (edited) Small update. Direct mode 160B - 25 colours on screen (12colours per tile) edit: This game will be for DF/Concerto users with Pokey A7800_ Atari 7800 (PAL) Cool [a7800p] 2022-11-12 01-27-41.mp4 Edited November 12, 2022 by Eagle 16 Quote Link to comment Share on other sites More sharing options...
Eagle Posted November 13, 2022 Author Share Posted November 13, 2022 Fine scrolling in 160B direct mode done Game is finished in 95%, just need add nice gfx Below playthrough for first level A7800_ Atari 7800 (PAL) Cool [a7800p] 2022-11-13 21-51-39.mp4 18 Quote Link to comment Share on other sites More sharing options...
gambler172 Posted November 24, 2022 Share Posted November 24, 2022 Hi Eagle Robbo on 7800 😍 Wanna play this. Btw....any Streetfighter news? greetings Walter 2 Quote Link to comment Share on other sites More sharing options...
+x=usr(1536) Posted November 25, 2022 Share Posted November 25, 2022 Deleted - made the same suggestion two years ago; no need to repeat myself 2 Quote Link to comment Share on other sites More sharing options...
Eagle Posted December 11, 2022 Author Share Posted December 11, 2022 (edited) Atari 7800 demo compo yesterday at SillyVenture 2022 and my small compo filler Thanks to Paul (@playsoft) for participating in the contest Edited December 11, 2022 by Eagle 16 Quote Link to comment Share on other sites More sharing options...
RevEng Posted December 11, 2022 Share Posted December 11, 2022 It was a treat to drink my morning coffee and watch this! I always find myself wandering a bit, thinking along the lines of "hmmm... I wonder if they did X to achieve that effect, or maybe it was Y." which adds to the fun. Congrats @Eagle and @playsoft!!! A solid showing from both of you on our little but growing platform! 7 2 Quote Link to comment Share on other sites More sharing options...
Trebor Posted December 11, 2022 Share Posted December 11, 2022 It looks and sounds superb overall, but what I am really impressed by is the pace. It would still be impressive at a fraction of the animation speed shown. I'm really blown away by how quickly and well animated it demonstrates in addition to the exquisite sound. An absolutely fantastic job! 7 Quote Link to comment Share on other sites More sharing options...
+Stephen Posted December 11, 2022 Share Posted December 11, 2022 Sorry to be a pest - can I get a timestamp for the particular demo so I don't have to scan through a 7 hour video - the embedded link is not playing, and clicking the link takes me to the beginning of the video on Youtube. Quote Link to comment Share on other sites More sharing options...
+x=usr(1536) Posted December 11, 2022 Share Posted December 11, 2022 5 minutes ago, Stephen said: Sorry to be a pest - can I get a timestamp for the particular demo so I don't have to scan through a 7 hour video - the embedded link is not playing, and clicking the link takes me to the beginning of the video on Youtube. Start at the 5h40m40s mark - it begins a little after that. And this is one impressive demo. Don't think I've ever seen a version of it before that divides the screen into quadrants like that. 2 Quote Link to comment Share on other sites More sharing options...
Eagle Posted December 11, 2022 Author Share Posted December 11, 2022 @Trebor I had to slow down (I even added some NOPs in loop before) so I decided to make full screen and add some sprites IMHO was something wrong with music in BadApple, I checked now on my console and sounds different 🤷♂️ I'm attaching SN Cart Demo but if you want to watch you need make own cart (files attached) Also no NTSC friendly and no signature. SNCartDemo.zip 6 Quote Link to comment Share on other sites More sharing options...
Eagle Posted December 11, 2022 Author Share Posted December 11, 2022 SV2022 stuff here (no A7800 yet) http://ftp.pigwa.net/stuff/parties/prods/Silly_Venture,2022.12.08-11,Gdansk,Poland/ 5 Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted December 12, 2022 Share Posted December 12, 2022 Just wanted to add my congratulations on these fantastic demos. Awesome work @Eagle & @playsoft ! 3 2 Quote Link to comment Share on other sites More sharing options...
+karri Posted January 11, 2023 Share Posted January 11, 2023 On 7/11/2022 at 5:26 PM, Eagle said: I think VGM is better. Trackers like Deflemask, Furnace, SnevenTracker using VGM. Like in A8 world they using SAP/RMTLZSS. There is also nice player in 6502 using Exomizer https://github.com/simondotm/vgm-player-bbc I am currently porting the driver for cc65 and 7800. I chose the vgc variant with Huffman extra stuffing. For Wizzy I hope to have small, catchy beats that fit into 4096 bytes that I can play from the $d000 bank. Learning to compose on Furnace tracker is going to be a real learning experience for me. But I realized that I do not know where the chips are coded on the SN cart. My guess is: SN76489AN_BASE = $420 COVOX_PORT = $43F Correct? Edit: I have been enjoying your SN-cart ROMs. Pretty cool things you can do with it. My use of the cart will be much more conventional. The bank switching design really opens up a new way to write small graphical adventures on the 7800. Thanks for a great design @Eagle 1 Quote Link to comment Share on other sites More sharing options...
Eagle Posted January 11, 2023 Author Share Posted January 11, 2023 (edited) 3 hours ago, karri said: Correct? The cartridge offers 1 Covox channel controlled by the address $0430. This is compatible with DragonFly (4ch uses $430-$433) SN76489AN_Base = $43F Remember that you may need few Nops because SN need delay 32 cycles after writing data (but if you will use compression should be no problem, delay will be anyway ) Edited January 11, 2023 by Eagle 1 Quote Link to comment Share on other sites More sharing options...
Eagle Posted January 15, 2023 Author Share Posted January 15, 2023 @karri looks like Huffmunch is good for SN I packed bin files with huffmunch and they looks shorter. Also player is short, not in RAM and using only 9 zero page bytes. I made small example - song Collision Chaos from 24508 bytes to 5253 (exo file was 6948) SN cart has 2x16KB ram, so I copied song in higher 16KB and I put 160B Rayman graphics in to lower 16KB ram I'm swapping RAM banks on NMI on the bottom of the screen. Maria is reading lower Ram and SN player is reading higher Ram. This is just proof of concept. Sources and BIN file for Cart attached in zip file rayman.mp4 icl '\includes\maria.h' icl '\includes\macro.asm' opt f+h-m+ org $40 dest .ds 2 ;2 bytes sour .ds 2 counter .ds 1 temp .ds 1 temp2 .ds 1 ; SN_BASE equ $43F org $8000 START sei ;Disable interrupts cld ;Clear decimal mode mva #$07 INPTCTRL mva #$7F CTRL mva #$00 OFFSET mva #$00 INPTCTRL ldx #$FF ;Reset stack pointer txs ;Clear zeropage,stack,RAM clear_ram $42,$FF ;skip $40&$41 (dest) clear_ram $140,$1FF clear_ram $1800,$1FFF clear_ram $2200,$27FF mva #$00 $FFFF ;clear first 16KB RAM bank and A8/A9 normal clear_ram $4000,$7FFF mva #$01 $FFFF ;clear second 16KB RAM bank and A8/A9 normal clear_ram $4000,$7FFF ;copy Rayman gfx to first 16KB RAM mva #$00 $FFFF ;first RAM bank and A8/A9 normal CopyBanks gfx,$4000,endgfx ;copy song to second 16KB RAM mva #$01 $FFFF ;second RAM bank and A8/A9 normal CopyBanks song,$4000,endsong jsr huffmunch_init mva #$00 $FFFF ;second RAM bank and A8/A9 normal jsr WaitVBLANK ;wait until no DMA would happen mva #<DLL DPPL mva #>DLL DPPH ;set display list list address mva #$40 CTRL mva #$00 BACKGRND mva #$00 BACKGRND mva #$60 P0C1\ mva #$63 P0C2\ mva #$68 P0C3 mva #$d2 P1C1\ mva #$d6 P1C2\ mva #$bc P1C3 mva #$23 P2C1\ mva #$29 P2C2\ mva #$2b P2C3 mva #$08 P3C1\ mva #$0a P3C2\ mva #$0f P3C3 jmp_end jmp jmp_end icl 'huffmunch.asm' huffmunch_init lda #<$4000 ;<song sta hm_node lda #>$4000 ;>song sta hm_node+1 ldx #00 ldy #00 jsr huffmunch_load rts NMI phr ;mads macro push registers to stack mva #$01 $FFFF ;second 16KB RAM bank and A8/A9 normal jsr Huffmunch_read ;read how many bytes write to SN_base sta counter lda counter beq ?endnmi @ jsr huffmunch_read sta SN_BASE sta BACKGRND dec counter bne @- ?endnmi mva #$00 $FFFF ;first 16KB RAM bank and A8/A9 normal sta BACKGRND plr rti ; IRQ rti ; WaitVBLANK WaitVBoff: bit MSTAT bmi WaitVBoff WaitVBon: bit MSTAT bpl WaitVBon rts DLL :3 .byte $0D,>emptyline,<emptyline :12 DLL_Entry # .byte $05,>emptyline,<emptyline .byte $8F,>emptyline,<emptyline :10 .byte $0F,>emptyline,<emptyline emptyline .byte 0,0 Line0 DL_5byte $4000 Line1 DL_5byte $4000+64 Line2 DL_5byte $4000+128 Line3 DL_5byte $4000+192 Line4 DL_5byte $5000 Line5 DL_5byte $5000+64 Line6 DL_5byte $5000+128 Line7 DL_5byte $5000+192 Line8 DL_5byte $6000 Line9 DL_5byte $6000+64 Line10 DL_5byte $6000+128 Line11 DL_5byte $6000+192 ;************** Cart reset vector ************************** ORG $fff8 .byte $FF ;Region verification .byte $87 ;ROM start $8000 .word NMI .word START .word IRQ ;************************************************************ ;banks outside of 32KB rom ;************************************************************ song = [*-$8000]/4096 ;calculate start bank number ins 'music/CollisionChaos.hff' alignbank 4096 ;music align to end 4096 bank endsong = [*-$8000]/4096 ;calculate end bank number gfx = [*-$8000]/4096 ins 'rayman2.raw' endgfx = [*-$8000]/4096 SNhuffmunch.zip 3 Quote Link to comment Share on other sites More sharing options...
+karri Posted January 16, 2023 Share Posted January 16, 2023 This is really rocket science! I read through this a few times. For wizzy this would solve one of my biggest space problems. In later stages of the game I have a need of letting some graphical effects remain on the screen while other actions continue. Typical actions like casting an ice spell or a fire spell should continue even if wizzy transfoms to some other shape. The dual RAM idea would allow me to keep the music running without taking up space of the special effects. I could keep the last free RAM block for text/special effects. Thanks for sharing these ideas. I would never have discovered this by myself. 1 Quote Link to comment Share on other sites More sharing options...
Eagle Posted January 16, 2023 Author Share Posted January 16, 2023 6 hours ago, karri said: Thanks for sharing these ideas. I would never have discovered this by myself. If you updated DragonFly recently then yo can use this extra 16KB as well. It's is compatible with SN cart Hotspot at $FFFF - bit 0 change between lower and upper 16KB Avoid bit 1 and 2 on SN cart (this is for control A8/A9 line ram) This extra ram in DF was used first time by Paul in 1942 game for extra Pokey music Also remember that banks $Axxx, $Cxxx, $Exxx can use only first 256KB If you want reach above 256KB you can only use $Dxxx bank Quote Link to comment Share on other sites More sharing options...
Eagle Posted February 22, 2023 Author Share Posted February 22, 2023 . Quote Link to comment Share on other sites More sharing options...
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