analmux Posted January 17, 2004 Author Share Posted January 17, 2004 (edited) Progress so far: I have to rewrite both the Wrapped Scrolling engine and the Sprite engine, for they take too much CPU time. It has to be optimized a lot, before I can make a playable version. Maybe there's too much postindexed indirect instructions in the code, too much ASLs etc. I'm breaking my mind on optimizing now, but in the meantime (coming 3 weeks) I'm very busy on exams on my university. ----- mux Edited March 25, 2007 by analmux Quote Link to comment Share on other sites More sharing options...
Captain Harlock Posted January 31, 2004 Share Posted January 31, 2004 As your exams are now over... Do you still work on the Mario clone? Quote Link to comment Share on other sites More sharing options...
analmux Posted January 31, 2004 Author Share Posted January 31, 2004 Yes, I'm planning to continue real soon. I'm busy with other little atari projects too (sounds and scrolling MCS in combination with softwaresprites). I possibly continue tomorrow. Quote Link to comment Share on other sites More sharing options...
Captain Harlock Posted February 1, 2004 Share Posted February 1, 2004 Great! Absolutely great! I'm really looking forward to it. EDIT: Could you send me a disk with the game when it's completed? Don't panic, I live in Germany, that won't be too expensive. I have no means of transferring software to my Atari. Quote Link to comment Share on other sites More sharing options...
Clint Thompson Posted February 1, 2004 Share Posted February 1, 2004 Yep... keeping up on this thread as well as it seems very interesting! Good luck with the whole thing and hopefully we'll get to see a fast playable version soon Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted February 1, 2004 Share Posted February 1, 2004 just a thought... analmux, what if we both made a 7800 version as well??? after the 800port is finished? just thinking as we do not need any MCS stuff there... Quote Link to comment Share on other sites More sharing options...
analmux Posted February 1, 2004 Author Share Posted February 1, 2004 (edited) just a thought... analmux, what if we both made a 7800 version as well??? after the 800port is finished? just thinking as we do not need any MCS stuff there... MCS??? I don't use any MCS in this game. The 7800 version could even have more colorful gfx, though I'm not experienced in programming it. I've been following your actions in the programming section. It'd be nice if you can write a decent scrolling and sprite engine. Then we can port the thing. That would be cool. Edited March 25, 2007 by analmux Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted February 1, 2004 Share Posted February 1, 2004 i have a sprite engine for 16x8x4 sprites from Eric ("ball demo" thanks mate!) it displays approx. up to 256 sprites per frame but "just" 32 sprites per "display Zone" enough for a mario game. so that's not a problem here... your wrapper concept ("nes like") for scrolling can be applied to 7800 as well as it used very limited ram... so again this should cause no problem... imho the crucial parts like decompressing level data+movement of sprites & gamelogic can be adapted or even reused from 800 directly... ("mario jumping etc...") maybe i'll make a small demo with your turbo-basic demo if i understood the handling of the data... as it has to be converted to MARIA ("wife" of Mario ). never underestimate the 7800...... Quote Link to comment Share on other sites More sharing options...
ndary Posted February 1, 2004 Share Posted February 1, 2004 when you guys write the engine, try to make it as universal engine as possible.. it would be nice of other pepole would like to use part of it for another projects.. i know several pepole whom working on several game projects but never finished.. Quote Link to comment Share on other sites More sharing options...
analmux Posted February 1, 2004 Author Share Posted February 1, 2004 (edited) maybe i'll make a small demo with your turbo-basic demo if i understood the handling of the data... as it has to be converted to MARIA ("wife" of Mario ). Please tell me what you want to know about the tbb demo, I'll let you know. The MARIA has the same palette as the GTIA isn't it??? Edited March 25, 2007 by analmux Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted February 1, 2004 Share Posted February 1, 2004 for a 1st try i would need the location of - the antic 4 font - the mario player data - level data and how it is stored to decompress or where i can leech & save it decompressed from the turbo basic demo that's all for the beginning... Quote Link to comment Share on other sites More sharing options...
analmux Posted February 1, 2004 Author Share Posted February 1, 2004 Okay, I'll try to find out now. There's also a parabola lookup table for the jump y coordinate. A nice thing is, when you recode it in assembly for 7800, that it can be made fast and playable. But remember: the playing routine has a few bugs, but they can be taken out..... Quote Link to comment Share on other sites More sharing options...
analmux Posted February 1, 2004 Author Share Posted February 1, 2004 (edited) Okay Heaven, when you've runned smpdemo.bat under turbobasic, all needed data should be present in memory. Edited March 25, 2007 by analmux Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted February 1, 2004 Share Posted February 1, 2004 great... now i can start... rock'n roll... should i post here the 7800 progress??? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted February 1, 2004 Share Posted February 1, 2004 and here a tip for the others who want to play around with analmux stuff... try to enter this into turbo basic xl after running the demo.bat file... move $6000,dpeek(88),960:poke 756,160 or gr.12:move $6000,dpeek(88),960:poke 756,160 it will show the 1st screen...if you leave the poke 756 then you'll see the screen in atari system font... and $6000 = page 96 = $60 * 256.... now let's check how to convert the maps into the indirect mode of MARIA... Quote Link to comment Share on other sites More sharing options...
analmux Posted February 1, 2004 Author Share Posted February 1, 2004 Maybe, to keep things clear, it's better to post the 7800 dev. on the 7800 forum or in the programming section. Heaven: Did you find out how to cope with the spritedata? Ain't MARIA handling sprites in bitpairs (instead of 2 overlaid sprites to gain 3rd color) like antic 4/E?? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted February 1, 2004 Share Posted February 1, 2004 and here is the 1st prototype hacked together into my last 7800 demo... the sprites aren't converted yet and the playfield must be edited as well as on atari 800 we have 4 diffenrent colours for chars (excl. background) and on 7800 3 per char... so i have doubled the font to handle the "+128" 5th colour... no DLIs yet for the playflied as on the turbo basic XL demo the screens are flipping (like giana sisters on ST) and not scrolling so i am not sure how it would work with scrolling... but not bad at all for a quick throughing code together... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted February 1, 2004 Share Posted February 1, 2004 @ analmux too late.... just posted right away... pm sprites are not converted yet as i'll use your bitmap and convert it into 7800 bitmap mode so i do not use the pm data anyway...thanks for the picture please forgive me for using yoshi from supermario world and the chicken from zelda... they were just placeholders in my code fragment to check i'll tested even to put background behind the sprites...to problem at all... background can have different colours than the sprites... 7800 rocks... but shouldn't we move the programming stuff into "programming" anyway??? instead of here? same with the pokey stuff? or mode9++ or... Quote Link to comment Share on other sites More sharing options...
analmux Posted February 2, 2004 Author Share Posted February 2, 2004 @ analmux too late.... just posted right away... It's no problem. Cool picture. This demo was neaver meant to have any scrolling. I hope you can easily convert the coloring schemes. On some screens the a800xl shows a lack of coloring. It can be improved on 7800. but shouldn't we move the programming stuff into "programming" anyway??? instead of here? same with the pokey stuff? or mode9++ or... Hmm... I just think it has a greater chance to be read in this section, as it's still a8bit related. But if we're gonna go developing this for 7800 too, then it definitely has to go into the 7800 section. Quote Link to comment Share on other sites More sharing options...
TMR Posted February 6, 2004 Share Posted February 6, 2004 Just out of interest, anyone got a decent register map 'cos i can't find anything about how to get that 32 character wide screen mode! =-) Quote Link to comment Share on other sites More sharing options...
analmux Posted February 6, 2004 Author Share Posted February 6, 2004 Just out of interest, anyone got a decent register map 'cos i can't find anything about how to get that 32 character wide screen mode! =-) ah, simple: in basic: just poke 559,33 for 32chr mode; poke 559,34 for 40chr mode; poke 559,35 for 48chr mode. under normal OS operations, address 559 is a shadow register of dmactl (called sdmctl) in asm: same values but then: lda #33/#34/#35 sta $d400 (='dmactl') Another note: Note that when the OS vblank routines are active, then you should use the shadow register (sdmctl = 559 = $22f), or you should poke to $d400 from a DLI. I've got register maps somewhere on my PC, gonna find them for you tonight. Quote Link to comment Share on other sites More sharing options...
analmux Posted February 6, 2004 Author Share Posted February 6, 2004 And this is how dmactl works (as far as I remember): bit 7: unused bit 6: unused bit 5: playfield graphics DMA enable bit 4: PM coarse/fine resolution control bit 3: PM graphics DMA enable bit 2: Missile DMA bit 1: screen width control bit 0: screen width control bit 1/bit 0: 00 = no screen 01 = 32chr 10 = 40chr 11 = 48chr so this should explain the 33 (=2^5 + 2^0 = PF DMA on + 32chr) Quote Link to comment Share on other sites More sharing options...
Shawn Jefferson Posted February 6, 2004 Share Posted February 6, 2004 Just out of interest, anyone got a decent register map 'cos i can't find anything about how to get that 32 character wide screen mode! =-) http://www.atariarchives.org/ Check Mapping the Atari (if you haven't already.) Quote Link to comment Share on other sites More sharing options...
TMR Posted February 6, 2004 Share Posted February 6, 2004 Brutal, ta very much! =-) Quote Link to comment Share on other sites More sharing options...
analmux Posted February 16, 2004 Author Share Posted February 16, 2004 and here is the 1st prototype hacked together into my last 7800 demo... the sprites aren't converted yet and the playfield must be edited as well as on atari 800 we have 4 diffenrent colours for chars (excl. background) and on 7800 3 per char... so i have doubled the font to handle the "+128" 5th colour... no DLIs yet for the playflied as on the turbo basic XL demo the screens are flipping (like giana sisters on ST) and not scrolling so i am not sure how it would work with scrolling... but not bad at all for a quick throughing code together... How's your progress in converting the mario demo? I hope you understand the working of the tbb program. Any trouble or questions? Feel free to ask me. Quote Link to comment Share on other sites More sharing options...
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