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NYD 23


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In case you didn't know about...

 

Next issue of new years disc is waiting for your help. Everything you did for our beloved machine that is able to put into a atr or a zip is welcome.

 

Deadline as usual end of december 31st - release will be around 2 pm (UTC+2) in the new year.

 

Entries may go via pm or the usual email address. I am looking forward for your work.

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  • 1 month later...

Germany is in new year about 1:30 hours now. Childs are ready making fireworks, time to go to bed for some minutes now. Some stuff arrived in last hours. Will sort it out later.

 

HAPPY NEW YEAR! ALL THE BEST FOR YOU IN 2023!

 

stay tuned for a release later today ;)

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Everything is running fine on my 600XL, so time to release it:

nyd2023.gif.955c53d27eb72fb0e77dcc9663e364eb.gif

New Year's Disk 2023
====================
Another time we want to send New Year's cheers to all of you. Have fun with
your ATARI and all the best for 2023!

I think this time we have a more traditional NYD. Most things are just small
projects created during "time between years", just to cheer all of us. No
"ages of time in making" big intro, but imho a nice set of creatons.
Thanks to all participants. You made a great job!

Wish you all the best for 2023!
________________________________________________________________PPs_01.01.2023

NYD_2023_Disc1-multidisc.atr
----------------------------
01 - run 23             by Buddy + PPs
02 - Archer                 by F#READY
03 - DJack                    by eMKay
04 - evergreen            by superogue
05 - RIP Archer Mclean     by snicklin
06 - New Year Calligraphy     by miker
07 - Smus  by TL_USSR covered by miker
08 - Pele (PAL)                 by PPs

NYD_2023_Disc2-multidisc.atr
----------------------------
01 - Bring It On           by snicklin
02 - New Year Kid (f.by Sikor)by miker
03 - another unreal world     by eMKay
04 - ninja                  by popmilo
05 - New Year Smiley          by miker
06 - sin_waves                  by PPs

Source file (MADS) of sin_waves 169 bytes intro is included in seperate
zip file.

NYD_2023_Disc3-crash_117_engl.atr
---------------------------------
crash 117 by gringosoft/rockford

English language version of the text adventure created for the tutorial in
ABBUC magazines.

NYD_2023_Disc4-multidisc.atr
----------------------------
01 - New Year 3D heart (320k) by miker
02 - Pele (NTSC)                by PPs
03 - 202_hdlines                by PPs
04 - 202_lines                  by PPs
05 - 202_hdlines (x unrolled)   by PPs
06 - 202_hdlines (highres)      by PPs

NYD_2023_Disc5-multidisc.atr
----------------------------
01 - Smurfs Falaise           by miker
02 - ATARI sweaters             by PPs
03 - Space Invaders sweater(PAL)by PPs
04 - ATARI sweater 1 (PAL)      by PPs

Some infos about 202_lines intros
---------------------------------
I wanted to test ahwt is the difference in speed between the 256 colors mode
and gfx9. All the 4 different intros are just using same "plasm" method as in
169 bytes sin_waves intro.
Just add time to x, take sin of that and then add y to get the color of that
location, where x range is from left to right and y range from top to bottom.
At start the plasm is calculated just for 2 lines in height and running up.
Next picture is shown, when calculation is ready.
As you can see it can be really fast, if y is not that high, esp. when showing
just gfx9. Switching to 256 colors, by alternating gfx11 and gfx9 in DLI,
stops just something like a "motion on the screen". It produces nice colors,
but 202 lines are just too many to calculate to produce more than one picture
per frame, where gfx9 screen may have about 3 pics per frame at same lines
count.
Main reason of speed dropping is just the DLI needed, to get the 256 colors
mode. We have so many times to wait, till next mode switch, that there is
not much room to calculate the plasm.
Full screen (256 colors) hd plasma in motion seems to be impossible.

202_hdlines: was first try of this and even reducing screen width does not
work for 256 colors mode in motion. It producecs 64x202 pixels screen.

202_lines: uses half of the resolution in x, so I left it in 40 bytes mode.
40x202 pixels are not far better, but a bit (32 bytes width: the same)

202_hdlines (x unrolled): same resolution as 202hdlines, but x-loops are
unrolled. This shows, that at least here unrolling does not matter. Just
file size explodes a lot. y-loops unrolling would take a 8 kB file with no
noticeable speed incrementation and unrolling x and y takes out the limits
of the A8 (4kB*8kB=32kB^2=32000kB=32MB).

202_hdlines (highres): Just as it can be done. No speed anymore, but here
you have best chances of all to catch a view of the relativity of time ;)

@pouet.net

@demozoo

@my own website

NYD2023.zip

 

Hope you like it and leave some kind words for us :)

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36 minutes ago, pps said:

Everything is running fine on my 600XL, so time to release it:

nyd2023.gif.955c53d27eb72fb0e77dcc9663e364eb.gif

New Year's Disk 2023
====================
Another time we want to send New Year's cheers to all of you. Have fun with
your ATARI and all the best for 2023!

I think this time we have a more traditional NYD. Most things are just small
projects created during "time between years", just to cheer all of us. No
"ages of time in making" big intro, but imho a nice set of creatons.
Thanks to all participants. You made a great job!

Wish you all the best for 2023!
________________________________________________________________PPs_01.01.2023

NYD_2023_Disc1-multidisc.atr
----------------------------
01 - run 23             by Buddy + PPs
02 - Archer                 by F#READY
03 - DJack                    by eMKay
04 - evergreen            by superogue
05 - RIP Archer Mclean     by snicklin
06 - New Year Calligraphy     by miker
07 - Smus  by TL_USSR covered by miker
08 - Pele (PAL)                 by PPs

NYD_2023_Disc2-multidisc.atr
----------------------------
01 - Bring It On           by snicklin
02 - New Year Kid (f.by Sikor)by miker
03 - another unreal world     by eMKay
04 - ninja                  by popmilo
05 - New Year Smiley          by miker
06 - sin_waves                  by PPs

Source file (MADS) of sin_waves 169 bytes intro is included in seperate
zip file.

NYD_2023_Disc3-crash_117_engl.atr
---------------------------------
crash 117 by gringosoft/rockford

English language version of the text adventure created for the tutorial in
ABBUC magazines.

NYD_2023_Disc4-multidisc.atr
----------------------------
01 - New Year 3D heart (320k) by miker
02 - Pele (NTSC)                by PPs
03 - 202_hdlines                by PPs
04 - 202_lines                  by PPs
05 - 202_hdlines (x unrolled)   by PPs
06 - 202_hdlines (highres)      by PPs

NYD_2023_Disc5-multidisc.atr
----------------------------
01 - Smurfs Falaise           by miker
02 - ATARI sweaters             by PPs
03 - Space Invaders sweater(PAL)by PPs
04 - ATARI sweater 1 (PAL)      by PPs

Some infos about 202_lines intros
---------------------------------
I wanted to test ahwt is the difference in speed between the 256 colors mode
and gfx9. All the 4 different intros are just using same "plasm" method as in
169 bytes sin_waves intro.
Just add time to x, take sin of that and then add y to get the color of that
location, where x range is from left to right and y range from top to bottom.
At start the plasm is calculated just for 2 lines in height and running up.
Next picture is shown, when calculation is ready.
As you can see it can be really fast, if y is not that high, esp. when showing
just gfx9. Switching to 256 colors, by alternating gfx11 and gfx9 in DLI,
stops just something like a "motion on the screen". It produces nice colors,
but 202 lines are just too many to calculate to produce more than one picture
per frame, where gfx9 screen may have about 3 pics per frame at same lines
count.
Main reason of speed dropping is just the DLI needed, to get the 256 colors
mode. We have so many times to wait, till next mode switch, that there is
not much room to calculate the plasm.
Full screen (256 colors) hd plasma in motion seems to be impossible.

202_hdlines: was first try of this and even reducing screen width does not
work for 256 colors mode in motion. It producecs 64x202 pixels screen.

202_lines: uses half of the resolution in x, so I left it in 40 bytes mode.
40x202 pixels are not far better, but a bit (32 bytes width: the same)

202_hdlines (x unrolled): same resolution as 202hdlines, but x-loops are
unrolled. This shows, that at least here unrolling does not matter. Just
file size explodes a lot. y-loops unrolling would take a 8 kB file with no
noticeable speed incrementation and unrolling x and y takes out the limits
of the A8 (4kB*8kB=32kB^2=32000kB=32MB).

202_hdlines (highres): Just as it can be done. No speed anymore, but here
you have best chances of all to catch a view of the relativity of time ;)

@pouet.net

@demozoo

@my own website

NYD2023.zip 375.7 kB · 6 downloads

 

Hope you like it and leave some kind words for us :)

thx... now I am suprised by that Bomb Jack screen of emkay... those sound fx like "hey" or others in the tune... are those done in RMT??? if so... which version?

 

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1 minute ago, Heaven/TQA said:

thx... now I am suprised by that Bomb Jack screen of emkay... those sound fx like "hey" or others in the tune... are those done in RMT??? if so... which version?

 

I am sure he used RMT for it, but Mario will tell us more for sure :)

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Here is small video of my contribution called "ninja" :)

 

I didn't like very much how bbc micro port looked like, so tried something else. Think it deserves a brand new game in that style :)

 

ps. music overlay by original c64 Last Ninja 2 Central Park theme.

 

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10 minutes ago, MrFish said:

Nice demo, though. Your Ninja moves smoothly and it looks like you have 9 total colors on screen.

 

It does have 9 colors. Simple bitmap screen with gtia 9-color mode turned on. Soft sprites with masking.
 

Original sprites ripped from c64:

ninja_sprites.png.310440e35fc64095f658a08069390da1.png

 

Scaled down from 16 pixels wide to 12, and then "doubled" to serve as mc aspect ratio pixels:
ninja_sprites_mc.png.323e92b3ff80d688fe758b5e48238248.png

 

Original c64 screen (120x144 mc pixels) reduced to 9 colors:
ninja_background.png.f32dbda21bb4f31ec1813f0204518c2e.png

Separate masking bitmap:
ninja_background_mask.png.602b97c61cba326849609099cc3012c5.png

 

Collision detection (obstacles) to limit movement:
ninja_background_collision.png.8cf262ae83c81922ecbac01d0ecb26cb.png

Took me 4-5 nighttime coding sessions to get it this far :)
Would be cool to make game in this resolution with scrolling, large world etc. Cartridge would make it possible for sure...
If only there would be an artist to draw something brand new for a8 :)

 

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1 hour ago, popmilo said:

It does have 9 colors. Simple bitmap screen with gtia 9-color mode turned on. Soft sprites with masking.
 

Original sprites ripped from c64:

ninja_sprites.png.310440e35fc64095f658a08069390da1.png

 

Scaled down from 16 pixels wide to 12, and then "doubled" to serve as mc aspect ratio pixels:
ninja_sprites_mc.png.323e92b3ff80d688fe758b5e48238248.png

 

Original c64 screen (120x144 mc pixels) reduced to 9 colors:
ninja_background.png.f32dbda21bb4f31ec1813f0204518c2e.png

Separate masking bitmap:
ninja_background_mask.png.602b97c61cba326849609099cc3012c5.png

 

Collision detection (obstacles) to limit movement:
ninja_background_collision.png.8cf262ae83c81922ecbac01d0ecb26cb.png

Took me 4-5 nighttime coding sessions to get it this far :)
Would be cool to make game in this resolution with scrolling, large world etc. Cartridge would make it possible for sure...
If only there would be an artist to draw something brand new for a8 :)

 

I knew the images looked a little bit rough (mainly just the ninja); but I thought it was probably because of the time constraints (for polishing things up). I totally didn't realise you were in GTIA mode (maybe in part because I'd just woken up). It's amazing how well things can look in GTIA; the extra color always seems to help in the overall impression. Also, having the scene use the full screen, as opposed to the reduced sized used by the BBC and original. Ultimately, with careful editing, it seems like a very reasonable approach -- compared with some of the difficulties obtaining more color in higher-resolution modes.

 

Maybe I'll see if I can edit your images here over the 2 days off that I have left.

 

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49 minutes ago, MrFish said:

Also, how are you getting the data from Furnace Tracker exported to use on the Atari? I only see where it can be saved in the Furnace Tracker file format.

I've export it as VGM, which essentially resembles SAP TYPE-R format. Then I pack it with vgm2lzss tool by @laoo and then it's ready to merge with @VinsCool's VUplayer a bit manipulated by SuN. Currently no stereo POKEY support but it's planned, and then I think all the pack gets released. Just the matter of some time. :)

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10 minutes ago, miker said:

I've export it as VGM, which essentially resembles SAP TYPE-R format. Then I pack it with vgm2lzss tool by @laoo and then it's ready to merge with @VinsCool's VUplayer a bit manipulated by SuN.

Yeah, I saw that it had VGM export, but the file size ends up being pretty big (hence why you're packing it). I'm expecting at some point a format like XEX and ASM data.

 

10 minutes ago, miker said:

Currently no stereo POKEY support but it's planned, and then I think all the pack gets released. Just the matter of some time. :)

Things are just getting started; it's pretty cool already.

 

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11 hours ago, MrFish said:

I knew the images looked a little bit rough (mainly just the ninja); but I thought it was probably because of the time constraints (for polishing things up). I totally didn't realise you were in GTIA mode (maybe in part because I'd just woken up). It's amazing how well things can look in GTIA; the extra color always seems to help in the overall impression. Also, having the scene use the full screen, as opposed to the reduced sized used by the BBC and original. Ultimately, with careful editing, it seems like a very reasonable approach -- compared with some of the difficulties obtaining more color in higher-resolution modes.

 

Maybe I'll see if I can edit your images here over the 2 days off that I have left.

Couple frames from c64 were wider than 16 pixels (a hand sticking out further out from the body). I cut those :)
Then I just did scaling in gimp down to 12 pixels... Didn't change a pixel after that :)

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