Jump to content
IGNORED

HI-RES mode Atari 130xe


Recommended Posts

4 hours ago, atari1byte said:

The best graphics resolution?

Depends what "best" means. Easy to program, performant resolution can be different to a colorful or high-res resolution.

4 hours ago, atari1byte said:

I am looking for a book for programming Games.

Not knowing your background this is hard to tell, as programming games on the Atari has at least three branches you have to care about:

- programming and programming language (e.g. Pascal, C, Basic, 6502 Assembler)

- knowledge of game design, game logic

- knowing the hardware specific features of the Atari

 

IMHO for all branches there are good books while there is not really a good single one (which IMHO makes sense anyway).

 

Edit: But just for completeness, here a book trying to cover all aspects:

http://www.atarimania.com/documents/Atari-Graphics-and-Arcade-Game-Design.pdf

Edited by Irgendwer
Link to comment
Share on other sites

1 hour ago, Synthpopalooza said:

If it's just Space Invaders, hi-res mode like ANTIC 2 works.  Make your invaders character sprites, use HSCROL trick to move the entire phalanx left or right ... it can be made to look exactly like it.

 

I also have a sfx binary for this that I will post up if anyone's interested ...

Honest question - why not use ANTIC 4?  Same resolution, more colors - is it because Space Invaders doesn't need the extra colors?

  • Thanks 1
Link to comment
Share on other sites

1 hour ago, Rybags said:

If you have Space Invaders sfx that are like the arcade original I'd be interested in hearing them.

 

They are very close ... keeping in mind that sfx in those days were not done using audio chips, but instead using dedicated audio circuits or analog means.  The dying invader and spaceship sounds are analog circuit generated in particular.  This makes them very difficult (not impossible) to transcribe to a digital audio chip like POKEY.

 

I am heading out to work but will post these tonight 

  • Thanks 1
Link to comment
Share on other sites

Oh, found them ... technical explanations later ... :)

 

EDIT:  It's later, lol ...

 

From memory, this is how I set it up:

 

AUDCTL=$61 (1.79 clock on 0 and 3, 15khz base clock)

 

0 - $Cx saw wave @1.79 - invader deaths, player shots

1 - $Ax @15khz - invader marching notes

2 - $0x noise @1.79 - player death, player shots

4 - $Ax @15khz - mothership sounds and death

 

The high saw wave on 0 mimics that analog circuit sound for killing the invaders.  Also, 0 and 3 play together for the player shots.  A low deep bass at $Ax handles the 4 note invader marches.  I therefore had to use the same in the fourth channel for the mothership sounds.

 

invaders_v2.obx invaders_v2.asm

Edited by Synthpopalooza
  • Like 2
  • Thanks 1
Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...