Schmutzpuppe Posted October 9, 2005 Share Posted October 9, 2005 In some way I can understand Mux feelings because for me feedback is a big part of the fun even if it is good or "bad" but it should be constructive. If I only program just for my fun in most cases it would be enough for me to do tech demos and than go on writing something new. You don't have to take care about all the stuff that's not directly visible but are essential for a game (and it's a huge part). From my point of view the last SMB demo was maybe 30% of the game so I was surprised as Mux mentioned that the game would be finished soon (no offence I just wonder about that). As someone mentioned before a game like that is maybe a bit too ambitious for one person at least it takes a lot of time and patience to finalize it if you just do it as a hobby. As I hinted before in the past I wrote a lot of small "tech demos" but only managed to complete a few programs. All this stuff is forgotten only the one completed flying around and some people had or have fun with it so it's absolutely worth the effort to finalize projects. One word to RMT and G2F, these are great tools and help a lot if you need static pictures or cool music but again this is only a small (but surly important) part of a game. I would say about 5% or 10% and not 95% of the final product. And a final word to Mux, I hope you keep up your work on SMB. The stuff you already did is very cool a final game would be amazing Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted October 9, 2005 Share Posted October 9, 2005 just my 2cents... a "complete project" needs a lot of work...and a game even more... and you need completly different skills... that's why a lot of people coming from the demo scene switched to game coding as this is another step or another level you can climb... for me it's just fun creating something... even it will not be finished but again...this time i am forcing me to finish boinxx... the only games i have finished are 2 VIC-20 games and 1 atari game called whirlwind... http://atari.fandal.cz/detail.php?files_id=3399 (did i not use a lot of colours? amazing... ) Quote Link to comment Share on other sites More sharing options...
Allas Posted October 9, 2005 Share Posted October 9, 2005 Hello! Another boring question: What's da progress? 944407[/snapback] You saw it man !.... so why do you do hard questions??? Quote Link to comment Share on other sites More sharing options...
+MrFish Posted October 9, 2005 Share Posted October 9, 2005 To Analmux: Just because there are not a lot of responses to a post does not mean that people aren't interested. I have been following the progress of your Super Mario efforts ever since I discovered this forum. I had assumed, by the amount of responses previously posted, that there was already sufficient evidence of high interest in this project. I think the amount of responses here proves that this is true. I love the a8's and am interested in any development that shows the power of this great system and provides new and interesting games or applications. I feel that games like: Super Mario, Boinxx, Space Harrier, IK+, and Yie Ar Kung Fu are some of the premier titles in development for the system, and I am constantly watching for updates/progress on all of these. As far as your work with Emkay on the Pokey stuff, I was just sorting through the different versions of your Sonic tune the other day to decide which one was the best to keep. I am a musician and I think your work on that tune is awesome and shows a lot of depth. I have been waiting to see how you would utilize these effects in your Mario project. I respect the people who are developing for the a8, even the ones who work on projects that don't get finished because at least they are contributing something. I have already gotten much enjoyment out of the betas for the games mentioned above. Those who biitch about other people's efforts aren't paying any salaries and probably aren't offering any help either, so their opinions don't have much weight. To Emkay: Your work on the Pokey stuff is definitely helping to push forward the use of this powerful chip. Your contributions to the Graph2Font forum are also great. I would like to see your skills put to use in some of the games that are being developed. Always interested in your efforts. To Fandal: Your website is one of the top archives for the a8. I'm sure you've spent a lot of time and effort and it is highly appreciated. The games you've developed are also very good. I personally have played TriPeaksXE for many hours. The scoring and statistics are good enhancements that add to the enjoyment. It is definitely one of the best card games for the a8. Cubico is also very fun. All of your games are part of my a8 library. * * * * * * * * * So keep up the good work. It's efforts like yours that help keep the a8 community alive. Quote Link to comment Share on other sites More sharing options...
analmux Posted October 9, 2005 Author Share Posted October 9, 2005 (edited) . . . Edited March 25, 2007 by analmux Quote Link to comment Share on other sites More sharing options...
deathtrappomegranate Posted October 9, 2005 Share Posted October 9, 2005 I'm sorry to say, but consider Analmux to be R.I.P. ...anyway, thanks to all, and maybe in a nearby or far future we will all drink a beer (or something you like) together... It's sad to hear that. But there will always be people who will buy you a beer, if you feel the need Quote Link to comment Share on other sites More sharing options...
emkay Posted October 10, 2005 Share Posted October 10, 2005 that's why I'm posting things on AA, because i expect people to give their opinion about it.....but i was wrong, though it doesn't discourage me to go on experimenting with pokey music....but what happened there .... I still wonder, why this doesn't work. OK, I know people "love" the ATARI because of it's history.... But, to say it in a short sentence: History was wrong with it. Graph2fnt is an evidence refering to the graphics-capabilities... RMT is a powerful tool for making it easier to convert known tunes (or at least 4 channel Mods).... and testing sound combinations that never have been used before Almost 3 years of developing new sounds are gone and simply no tune from other musician is taking advantage of them.... The most interesing thing to me is that, the "Funny Step" tune was lately recognized by the polish scene, after Stakker (the chief of Kohina) named it cool. Actually, feedback sometimes isn't easy to get. And people feel offended or even annoyed. Thinking about some coder having my post filtered from reading Hey.... Having a hobby in common, should be a base for more flexible conversations. If someone gives a clue, it isn't caused to give a shot in the head, but it may help planning the project(and saving time) and to give it a direction. Well, someone complained about my "SuperFly" picture.... But I haven't retired and tried to do better pictures ... see? Having such a big ATARI related site & users from over the world should speed up everything, if people share their knowledge. But, it only seems to work with Graph2fnt. ... Quote Link to comment Share on other sites More sharing options...
Allas Posted October 10, 2005 Share Posted October 10, 2005 That's the magic word : "share"... we are few Atarians who write in english. About your work for music... I read every posted message from hardsynth, but it's difficult to find the more important messages when I try to find again. AtariAge is the technical source more completed about Atari computers. Even the great links has been posted. But it's difficult to find fast and direct help about technical problems. HardSynth is a good source of new experimental technical sounds for Atari. But I think we need a sub forum in Atari 8-bit Computers (like Hi-scores), where principal and first post is a complete article about a technique, with examples, pictures, etc. I think something like articles in Antic and Analog maganizes. After 1000 posts in hardsynth , I'm sure you could write a complete article about the enhanced Atari sound. Newbies like me, or musics can read and learn very fast the new techniques. In this way the posibilities of anyone add more advaced techs will grow. Fandal's site is great, it's a great repository of Atari software. If Fandal Adds TOOLS PROGRAMMER section (like similar GAMES and DEMOS) will be perfect for all of us. Mario Quote Link to comment Share on other sites More sharing options...
DracIsBack Posted October 10, 2005 Share Posted October 10, 2005 When Mario 3 is done, do you think you might be willing to post the source code? It would be cool to see MARIO 3 on other platforms! (hint hint, 7800, 5200 and Lynx homebrewers) Quote Link to comment Share on other sites More sharing options...
+CharlieChaplin Posted October 10, 2005 Share Posted October 10, 2005 Hmmm, I think it is quite strange to leave the Atari scene because there is no / not enough feedback to one subject: Hardsynth (Pokey music). I would understand it better if you had dozens of projects and subjects about them posted here and there would be no feedback at all. But thats actually not the case!! In my eyes you got a lot of positive feedback for SMB and not so many replies for Hardsynth. But personally I think this has nothing to do with you - more likely with Emkay... Don`t wanna start flamewars here, but in my *subjective* point of view Emkay is a great gfx painter/drawer/designer. Not so with sounds, although he informs or even teaches us new techniques, the music he attaches as examples don`t sound very good. Maybe thats because I don`t like his musical style, maybe that`s just because I find that his sounds are very bad (and I really hate them) while I love the sounds by Xray, Greg and both (Grayscale) where he just says that the latter are awful and out of tune... Well, I know a lot of Atarians that like Xray`s, Greg`s and Grayscale`s music very much, but really hate Emkay`s music (or musical style). And then there is this strange Emkay behaviour not to program any game anymore, just examples... stop - I know what you wanna say... "do it better if you can..." That`s some kind of speech I hear quite often. To tell you the truth, I cannot do anything better on the A8, because I simply cannot program it, I cannot draw or paint real pix nor Atari pix, I cannot make or compose music (I cannot even read or write notes), etc. etc. Still, I will not stop critisizing, I won`t stop telling my opinion, although I cannot do any thing better on the A8... In my eyes I am quite often some kind of re-viewer or tester and that partially explains it. But to return to the subject, Hardsynth was often if not always some kind of a 2-person discussion between you Analmux and Emkay. And if readers don`t like the output of say 50% of that discussion, it is quite easy to understand why there is almost no feedback. On the other hand, what are all those sound-demos or gfx-demos good for ?!? Don`t we already have hundreds of sound and gfx demos ?!? I personally think, to show off the full power or potential of RMT and G2F *one* (meaning one person or better a team) should program something useful, not any kind of demo - but a fully playable game. It is nice to have dozens of G2F pics or demos and intros with G2F pics, but what we need are cool and most of all finished games that use them. Fandal`s "Cubico" is one such cool example (G2F pic by Emkay, RMT sfx by Raster, program by Fandal)... but I hope there is more to come. And err, the subjects Hardsynth and GraphtoFont are already too long to read them from the beginning. Maybe it would be better (instead of continuing posts in those subjects and make them longer and longer) to just start some kind of new tutorials about gfx (with G2F) and sfx (with RMT). But these tutorials should be for beginners and amateurs also, not only for professionals (who most probably do not need such a tutorial)... Ok, time for final words. I hope that I did not talk to badly to or about you Emkay (if so, this was not meant to be). And I also hope Analmux, that you will not leave us so soon. Or if you do, please finish SMB as some kind of final gift... It is always sad to see good programmers leave the A8 scene forever. Sooner or later only the amateurs or non-programmers (like me!) will be left, oh well... -Andreas. Quote Link to comment Share on other sites More sharing options...
analmux Posted October 10, 2005 Author Share Posted October 10, 2005 (edited) . . . Edited March 25, 2007 by analmux Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted October 11, 2005 Share Posted October 11, 2005 again just my 2 cents.... i don't like some of emkay's & analmux' music tests in the hardsynth thread either BUT i realised that esp. emkay made it clear that he is not a musician and therefore there CAN'T be great tunes coming from him... BUT instead great sounds as he seems to understand whats going on behind RMT and pokey.... and this is what i fully appreciate. sad but true i would like to see all great msx guys from poland picking up some ideas from that thread... like xray, miker, greg, swiety, etc... BUT realise atariage is OUT OF THEIR interest... why? simply they are fully active @ http://atariarea.histeria.pl and look there... how many english speaking guys you'll find there??? hmmm... all best atari800 coders are there @ atariarea...but to be honest most of them can't speak well english so they are talking & discussing in their native language...which unfortunatly is not english i am afraid...maybe the hardsynth and the g2f thread would be better happening there than here... it's like 2600 scene & homebrew is happening here at atariage while atari800 is happening in poland...mainly. re: SMB the source of the scroll engine was published by analmux and is available... but it seems that it'S far too advanced for the average coder... same goes to the mentioned vector source... Fox posted the code + editor...but as he wrote me years ago...there was NO reaction regarding finishing vector from atariage users...so why should he spend his time? people always WANT finished projects but it'S a hobby for most of us... even SMB & G2F & hardsynth are not finished projects & threads they have open minded my view on our lovely machine what can be done... so that's why Boinxx has a G2f-title screen, G2F-ingame logo, G2f-highscore-logo... ok...no G2F-sprite engine but well...maybe next time... both analmux & emkay have contributed much here @ atariage. may i point out that it was emkay (!!!) who was a pain in the a... with his MCS (G2F) technique and was spreading his message all over here YEARS ago... but there were 2-3 people who HAVE understood what he was talking about... and luckily one was Tebe who picked up and wrote the great G2F-Tool... and look what happened (http://g2f.atari8.info)... he opened my understanding how this simple effect works... analmux opened my mind regarding that this G2F can be used in realtime game engine! which i wasn't sure as well... some of us get offended by his "tone" of his voice but ok....if you know him...well... Quote Link to comment Share on other sites More sharing options...
Chrodegang Posted October 11, 2005 Share Posted October 11, 2005 BUT instead great sounds as he seems to understand whats going on behind RMT and pokey Sorry, but I doubt emkay understands anything from song writing, sound generation or the math behind. Btw., as emkay's music is out of tune, so is his manner (we all remember the "discussions" with JetBootJack). Maybe that's why nobody takes emkay and his "ideas" serious? BUT realise atariage is OUT OF THEIR interest... why? First thing: foreign language. Second thing (this is my opinion): there are no real experts or personalities at AtariAge the polish guys could be interested in to discuss with ... and experienced people from the game/computer business like JetBootJack have been frightened off by emkay. the source of the scroll engine was published by analmux and is available... but it seems that it'S far too advanced for the average coder Are you joking? Even an average coder could finish this "engine" if he really wants to. But why? If I want to play SMB I take my NES or SNES or an emulator. Ok, I cannot play it on Atari - but who really cares? ... same goes to the mentioned vector source... Fox posted the code + editor...but as he wrote me years ago...there was NO reaction regarding finishing vector from atariage users Do you really want to play a game like "Vector"? Fox is an excellent coder, no doubt about it, but nobody is able to play and enjoy a game like vector due to the low screen resolution. Why should someone invest time and energy to finish a game knowing that nobody ever will enjoy it (sorry Fox) ? "Vector" should be left as what it is: an excellent demonstration of the capabilities of Atari 8-Bit and Fox Hard words, I know. But I am not a dreamer. Quote Link to comment Share on other sites More sharing options...
emkay Posted October 11, 2005 Share Posted October 11, 2005 (edited) Sorry, but I doubt emkay understands anything from song writing, sound generation or the math behind. Btw., as emkay's music is out of tune, so is his manner (we all remember the "discussions" with JetBootJack). Maybe that's why nobody takes emkay and his "ideas" serious? Well .... the real cause "for not taking emkay seriously" is to find in the "not atari typical" efforts and results I am showing. People are interested in atari because of the history of atari, and everything new hasn't much to do with the history. It was always a riddle for me, why people liked full out of tune songs more than my experiments with only "some" out of tune notes (and not all songs I released are really out of tune) The "out" of tune in most songs is a result of using RMT as it works. It still doesn't offer the needed techniques to controll everything of the pokey (as any other tracker also doesn't support it) . You're talking about "math's I wouldn't understand".... Since more than 2 years I'm trying to explain, why you cannot use the maths with the available trackers. Instead of "Hey, emkay ... you're right... what to do, to make it available".... people still say "Hey emkay your tunes are out of tune". It's this "blinder" manner that drops all of and caused Mux to drop any development here. Second thing (this is my opinion): there are no real experts or personalities at AtariAge the polish guys could be interested in to discuss with ... and experienced people from the game/computer business like JetBootJack have been frightened off by emkay. You know the word "Bollocks"? Maybe, JBJ took my argues to leave ATARIAGE for a while (as a butterfly causes a storm). But in real life he had much to do at EA, as he is one of the "Return of the King" makers (and surely he had to do much other things than to write here). And, shortly before he left AA, he learned that the C64 has some advantages that the A8 never can reach. Several posts before he wrote that the A8 is better in every way....(broken proudness?) Well... have a look at what I wrote about Atari graphics and have a look at the Graph2nft gallery.... and see, that I was right with my argues (as I'm right with my argues about Pokeymusic) Are you joking? Even an average coder could finish this "engine" if he really wants to. But why? If I want to play SMB I take my NES or SNES or an emulator. Ok, I cannot play it on Atari - but who really cares? As we can see.... it is THAT easy, that every game looks very colourful on the A8. Do you really want to play a game like "Vector"? Fox is an excellent coder, no doubt about it, but nobody is able to play and enjoy a game like vector due to the low screen resolution. Why should someone invest time and energy to finish a game knowing that nobody ever will enjoy it (sorry Fox) ? "Vector" should be left as what it is: an excellent demonstration of the capabilities of Atari 8-Bit and Fox Hard words, I know. But I am not a dreamer. 946073[/snapback] I would't like vector as a game aswell... The problem is that it is too "easy" (quoting chrodegang) to use G2F techniques for displaying the 3D Edited October 11, 2005 by emkay Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted October 11, 2005 Share Posted October 11, 2005 "Are you joking? Even an average coder could finish this "engine" if he really wants to. But why? If I want to play SMB I take my NES or SNES or an emulator. Ok, I cannot play it on Atari - but who really cares?" really??? than have a look on source..... i doubt that an average coder could finish the game... to be honest... (but maybe it's just me... ) re: vektor you are right...but again i doubt that there are a lot of people who really understand the code... at least i do not... and an average "i can code frogger" coder might do not understand it as well... re: 5200 yup. but the 5200 was not commecial succesfull so the theory compared to 2600 is wrong imho... people want to have a "cart"... and this is the magic for most of them... not a simple 5,25 floppy disc... re: programming forum i really really do not understand why people do not migrate to the 800 or 5200 after spending years on coding 2600... thomas mentioned that it's not a challenge but f.e. he could port his thrust+ from 2600 to 800 and it would look miles better than the original atari port... but i think the challenge in 2600 coding seems to be the "kernel" writing which i call myself the "built in game"... but they could code "kernel like" on atari800/5200 as well... just switch off all nice features... Quote Link to comment Share on other sites More sharing options...
Jetboot Jack Posted October 11, 2005 Share Posted October 11, 2005 Well - sad to see MUX heading off into the sunset, a great shame SMB didn't turn into at least a playable demo, as many unfinished A8 games have done in the past I don't think MUX was the victim of apathy in his projects, he always got plenty of feedback (except on that private music thread he and Emkay ran), more than I did when I offered the community certain items, so don't feel bad... Now, before I take another prolonged vacation from these boards, Emkay please think before you write! I have been involved in the production of games on more formats, and with more technical expertise, than you can possibly have knowledge of - so leave out lines like this "And, shortly before he left AA, he learned that the C64 has some advantages that the A8 never can reach. Several posts before he wrote that the A8 is better in every way....(broken proudness?)" I still maintain that as a developer and professional game designer, producer and technical architect - that feature for feature, as a robust personal computer and games machine, the A8 demonstrates (when used correctly) that it is more flexible and often visually superior to the C64. I am not talking about its ability to port from other platforms, but for original and unique games. I'm not proud, I'm not a idiot, please get off my case... You and your aggressive, thoughtless and plain arrogance are in the main the reasons I have curtailed my involvement with the community here on AA, and continue to do so... sTeVE Quote Link to comment Share on other sites More sharing options...
emkay Posted October 11, 2005 Share Posted October 11, 2005 (edited) Now, before I take another prolonged vacation from these boards, Emkay please think before you write! I have been involved in the production of games on more formats, and with more technical expertise, than you can possibly have knowledge of - so leave out lines like this "And, shortly before he left AA, he learned that the C64 has some advantages that the A8 never can reach. Several posts before he wrote that the A8 is better in every way....(broken proudness?)" I still maintain that as a developer and professional game designer, producer and technical architect - that feature for feature, as a robust personal computer and games machine, the A8 demonstrates (when used correctly) that it is more flexible and often visually superior to the C64. I am not talking about its ability to port from other platforms, but for original and unique games. I'm not proud, I'm not a idiot, please get off my case... But in real life he had much to do at EA, as he is one of the "Return of the King" makers (and surely he had to do much other things than to write here). That's what I wrote without knowing you for real. You excluded it to have an argue against me. So please.... You and your aggressive, thoughtless and plain arrogance are in the main the reasons I have curtailed my involvement with the community here on AA, and continue to do so... sTeVE 946090[/snapback] Well... according to the main thread and what "chrodegang" wrote. It's even your manner that stops any further development on the A8. It's even your manner that makes it impossible to gather a crew of "knowledged" people to creater bigger projects than some G2F/RMT demos. Which means that my efforts would have taken more "respect" if you never was on this forums. Thanks, alot. Edited October 11, 2005 by emkay Quote Link to comment Share on other sites More sharing options...
Chrodegang Posted October 11, 2005 Share Posted October 11, 2005 really??? than have a look on source..... i doubt that an average coder could finish the game... to be honest... (but maybe it's just me... ) An average coder can do that (scrolling and sprite engine with p/m overlays) since some work and documentation has already been done by Analmux. Btw, what is your definition of "average coder"? I think an "average coder" is a person who is able to finish programming projects of moderate difficulty and is familiar with assembly language and the Atari architecture. Or, in other words: there are few people I would consider to be "superior coders" - Philip Price, Dan Pinal, Archer McLean, Ingo Tamme and Fox, just to give some names. you are right...but again i doubt that there are a lot of people who really understand the code... at least i do not... and an average "i can code frogger" coder might do not understand it as well... I never wrote that the "Vector" source code is easy to understand nor that an average programmer could finish this game project. Quote Link to comment Share on other sites More sharing options...
Jetboot Jack Posted October 11, 2005 Share Posted October 11, 2005 (edited) I am truly sorry if this sounds harsh, but the A8 community is FULL of talkers and few do-ers! At least I have a history of doing, I spent THOUSANDS, set up my own company (Jetbootjack.com) bought the rights to many properties and tried to make games for the Atari. I failed, but I tired. I didn't talk about it, I didn't try and force my opinions down anyone's throats. I went out and made things happen, I collected together a group of talented people and we made some games - that is MORE than 99% of people ever manage. So get off your high horse Emkay and don't tell me a few static bitmaps and a tune here or there is ANYTHING like what I've done! You can take almost any system that has ever exisited and create awesome demos that show oodles of colors, and play intricate tunes... BUT they are demo's, and nothing more. Without being a game they amount to no more than I can do with video tape - the playback of recorded materials, non interactive, not playable and just technical exercises. Now let me get back to enjoying the time off after finishing another game... sTeVE Edited October 11, 2005 by Jetboot Jack Quote Link to comment Share on other sites More sharing options...
Chrodegang Posted October 11, 2005 Share Posted October 11, 2005 Now let me get back to enjoying the time off after finishing another game... Quote Link to comment Share on other sites More sharing options...
analmux Posted October 11, 2005 Author Share Posted October 11, 2005 (edited) . . . Edited March 25, 2007 by analmux Quote Link to comment Share on other sites More sharing options...
Jetboot Jack Posted October 11, 2005 Share Posted October 11, 2005 MUX, AFAIK - your MWP scroller works just like the Shadow of the beast scroller - if Kevin (the Beast programmer) was still coding I know he could handle the idea I'm gonna be contriverisal here and say that some other A8 games used this style of scrolling, since there was not enough RAM even in a 48K machine to do the "normal" scrolling the A8 was good at for many games... Beast only uses 4 bytes per modeline of extra ram to support bi-directional scrolling - less than 1K of screen RAM in total sTeVE Quote Link to comment Share on other sites More sharing options...
analmux Posted October 11, 2005 Author Share Posted October 11, 2005 (edited) MUX, AFAIK - your MWP scroller works just like the Shadow of the beast scroller - if Kevin (the Beast programmer) was still coding I know he could handle the idea I'm gonna be contriverisal here and say that some other A8 games used this style of scrolling, since there was not enough RAM even in a 48K machine to do the "normal" scrolling the A8 was good at for many games... Beast only uses 4 bytes per modeline of extra ram to support bi-directional scrolling - less than 1K of screen RAM in total sTeVE 946141[/snapback] Weird...Beast didn't have all 8 directions of scrolling, did it? just left & right. then the engine is a lot lot simpler.....and wasn't it antic 5 graphics....then less than 512 bytes would be needed Edited March 25, 2007 by analmux Quote Link to comment Share on other sites More sharing options...
emkay Posted October 11, 2005 Share Posted October 11, 2005 I am truly sorry if this sounds harsh, but the A8 community is FULL of talkers and few do-ers! As you say.... At least I have a history of doing, I spent THOUSANDS, set up my own company (Jetbootjack.com) bought the rights to many properties and tried to make games for the Atari. I failed, but I tired. I didn't talk about it, I didn't try and force my opinions down anyone's throats. I went out and made things happen, I collected together a group of talented people and we made some games - that is MORE than 99% of people ever manage. So get off your high horse Emkay and don't tell me a few static bitmaps and a tune here or there is ANYTHING like what I've done! In thousand years you won't get it. A) We have only some active coders B) Those coders still have a spare time for their hobby C) "All" of them are wasting their spare time with "out of the book programming" The logical conclusion is to show that the "out of the book" programming is wasting time. Learning to code into the direction of where the A8 powers can better be unleashed, is a bit harder, but more efficiently for the spended time. I'm not sure what guy is behind "Jetboot Jack" for real. All I can say is that You had the chance of doing, as you did in the past... But I don't know why you didn't do as you had the real chance to do. I'm the owner of my own firm, which has almost nothing to do with game programming. But I know physics, math and I know what the A8 is/was capable of. The main cause why I never could gather a group in the past is simple: I never knew them in the real life (hopefully you can follow me). And now it seems, it wasn't possible to gather a "virtual group" at AA, because Jetboot Jack got depressed because someone called him a "human" (and pulled other with him). Sorry, but you are a "human"... that's the truth ... no offence and no insult. You can take almost any system that has ever exisited and create awesome demos that show oodles of colors, and play intricate tunes... BUT they are demo's, and nothing more. Without being a game they amount to no more than I can do with video tape - the playback of recorded materials, non interactive, not playable and just technical exercises. Ofcourse. Then you call "International Karate" an interactive Demo? Or, Sheddys "Space Harrier"? Or, "Yie AR Kung Fu" ? Those games are very lonely when it comes to "should be standard" ATARI programming. My and respect for those games and the producers. What really is possible for Demos, does "Maze" show... turbo fast full screen 3D while full SID register emulation ... Now let me get back to enjoying the time off after finishing another game... sTeVE 946101[/snapback] I suggest to get off YOUR horse. Having chances without using them, isn't a very good example for a discussion. Quote Link to comment Share on other sites More sharing options...
Jetboot Jack Posted October 11, 2005 Share Posted October 11, 2005 (edited) Yeah that's true, 2 axis are harder, and you would know I guess adding extra lines above and below the regular display and unrolling into them woudl only add 4 52byte lines. And we were running our depacker at less than 8 scanlines of raster time to unpack the left and right buffers on Beast... EDIT - OOPS my bad beast uses ANTIC 5 not ANTIC 4! So its 14 lines of characters so that's 14*52 bytes = 728 not 1024 sTeVE Edited October 11, 2005 by Jetboot Jack Quote Link to comment Share on other sites More sharing options...
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