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Boinxx work in progress


Heaven/TQA

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for sure?

 

can't remember if it was DSOTP by ULM... (only... "i sing yeah...ah ah sing yeah... oh baby... a sing yeah") one of my all time fave ST demos with it's great fullscreens.... esp. the intro ("U - L - M") or the brilliant flex scroller...

 

i thought it was sampled from wings of death... or from the lost boys' life's a bitch?

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so... i have now 56k ram left for the game... i managed to switch off the OS and implemented my own interrupt service routine (with help of fox back 2002)...

 

just in case some of you want to do this as well... the $fffe,$ffff is not set correctly but works at the moment...

 

if you are switching to this routine please have in mind that there is no OS anymore so take care regarding shadow registers etc... hidden in your code...

 

 

switch_off_os_rom sei ;stop interrups

mva #0 ^4e ;stop all interrupts

mva #$fe ^31

mwa #nmi $fffa

mwa #nmi $fffe

mva #$c0 ^4e

rts

; NMI routine

; ^4f==#$5f if VBLKI

; ^4f==#$9f if DLI

nmi bit ^4f

bpl sys_vbl

; DLI routine, e.g.

; pha

jmp (dliv)

; pla

; rti

 

; VBL routine, e.g.

sys_vbl pha

txa:pha

tya:pha

dec 20

lda $d300 ;prepare joystick

and #$0f

sta stick0

jsr vbl

pla:tay

pla:tax

pla

rti

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yup... wings of death... i played it through without cheats on my 1040STE... brilliant 2nd level... i love it... mad max brilliant digi music...

 

or "Wings of death.... hahahahahahhahaha" the intro music blew me away when i connected my 1040ste to my stereo...

 

http://www.cus.org.uk/~alexh/games/wod/wod.html

 

btw. lethal excess is not bad as well... look... gfx from the never finished c64 version...

 

http://www.edv-rudolf.de/lethal-xcess/gall...ery/c64lvl1.htm

 

aarg... boys...that were times...

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the sample is from "Wings of Death" game - very cool indeed
Ah yes, how could I forget? A game by the demo guys good old Tex! Sure liked the early ST demos. Robb says wow!! indeed.. remember LCD little colour demo with similar dragon picture by ES and rasters. and all the later productions they did, I guess the Big demo was the most remembered by Tex... ah the memories, the late nights coding... eh, nothing much changes for me then!! .... back to the A8 ........ :D
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the exceptions (TEX) inspired me in many ways... mostly in pushing the hardware as much as you can... never being satisfied...

 

a classic is 'punish your machine' as well and all their games or were they are involved...

 

erik simon (ES) for graphics (ex thalion, ex blue byte, at jowood head of development, strange...i was business wise several times @ jowood who knows who i have met of my idols... hahahaha... ;))

jochen hippel (mad max)

michael bittner

and many more...

 

others well known... the carebears (TCB), the lost boys (what are they doing now?), inner circle and other crews... but its interesting...many UK & german crews... or i have forgotten the french... the overlanders, next (phaleon demo!!!) and many which i can't recall at the moment...

 

all of them inspired me in all have have done in coding...

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the exceptions (TEX) inspired me in many ways... mostly in pushing the hardware as much as you can... never being satisfied...

 

a classic is 'punish your machine' as well and all their games or were they are involved...

 

I wonder if things like "Overscan-Scroller" ever would have happen on a standard ST without TEX. "Punish your machine" is a well piece of software though.

 

BTW: The Demo from the Carebears "Cuddly Demos" was one reason for me to sell the ST in 1989....indeed :ponder:

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Heaven>>  have even bought this:  

 

http://mitglied.lycos.de/thalionsource/Hip...pel/cdinlay.htm

:D What a cool looking guy Jochen is!! .. actually Jochen these days is producing music professionally in a band so I last heard.. I think that some of the later ST music produced by others pushed the little Yamaha chip further and was better. I can't remember any of the demo names now which featured these new techniques? maybe whataheck ? really nice crunchy rezonating synth sounds anyway. I liked that a lot

 

Emkay>> BTW: The Demo from the Carebears "Cuddly Demos" was one reason for me to sell the ST in 1989....indeed
Why ?? was it too cuddly :D ????? TCB did some good stuff although I seem to remember them being accused of ripping off code by other groups?? or maybe I am wrong..
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Emkay>> BTW: The Demo from the Carebears "Cuddly Demos" was one reason for me to sell the ST in 1989....indeed
Why ?? was it too cuddly :D ????? TCB did some good stuff although I seem to remember them being accused of ripping off code by other groups?? or maybe I am wrong..

 

Even my try with the "Drama" tune wasn't that horrible, as the try from Mad Max to convert the "Knucklebusters" tune from SID.

Rob Hubbard did an experimental on the original gametune, which was not the "nicest" ;) and the YM sounding was the overkill.

It's not that YM sounds bad at all, but the tune was the outermost horrible thing when it comes together ;)

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so... i have now 56k ram left for the game... i managed to switch off the OS and implemented my own interrupt service routine (with help of fox back 2002)...

 

just in case some of you want to do this as well... the $fffe,$ffff is not set correctly but works at the moment...

 

 

Thanks for that, Heaven!

 

And, Boinxx is looking great BTW!

 

Are the squares with arrows going to cause the ball to move in that direction? Also, will there be "crack" squares that if you hit them too many times they fall?

 

Anyway, I've liked playing the demos so far.... :)

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I wonder if things like "Overscan-Scroller" ever would have happen on a standard ST without TEX.  

 

TEX had certainly a great influence on fancy hardware tricks but they were not the "discoverers" of overscan & sync-scroll. A guy named "Alyssa", discovered the lower border technique. Why the hell he had the idea to switch refresh frequencies at the last scanline is beyond me, but this idea is the bases for all border and sync-scrolling techniques. TEX picked up the idea and applied it in the BIG demo and NeoSlideShow.

Soon the upper border was opened, which required more effort to sync correctly and I believe TEX was to first to open the right border aswell (Amiga Demo). The first all-border fullscreen was by the TNT-crew (Union Demo).

 

Sync-scroll, which used the border opening techniques, is invented by TCB, but I believe another swedish demo crew (Omega?) had the same idea at the same time. It was first applied in the Cuddly demos.

 

Full overscan is a bitch to code since your border opening code has to be synchronised with the electron beam, and your "other" code has to be interleaved with that. So count those clockcycles and discover the errors in Motorola's timing sheets.

 

More information:

Atari Demo History

Opening the borders

 

Robert

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I think that some of the later ST music produced by others pushed the little Yamaha chip further and was better. I can't remember any of the demo names now which featured these new techniques? maybe whataheck ? really nice crunchy rezonating synth sounds anyway. I liked that a lot

 

Try YM-Rockers for some "modern" ym-sound. Especially TAO has perfected YM-Sound with multiple SID sound channels.

 

Robert[/url]

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Even my try with the "Drama" tune wasn't that horrible, as the try from Mad Max to convert the "Knucklebusters" tune from SID.

Rob Hubbard did an experimental on the original gametune, which was not the "nicest" ;) and the YM sounding was the overkill.

It's not that YM sounds bad at all, but the tune was the outermost horrible thing when it comes together ;)

 

The original Knucklebusters tune is great. Very strange sounding. Not everbodies cup of tea but I liked it.

 

Do I understand it correctly that Rob Hubbard did an experimental version for the YM? I never knew that.

I found the Cuddly Demos version of Knucklebusters quite nice, but that is using samples instead of YM sound.

 

For a great Knucklebusters remix try the Sidology CD from Marcel Donne. 18 :!: minutes of Knucklebuster heaven :D

 

Robert

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cybernoid:

 

re: Thanks for that, Heaven!

 

you are welcome. and remember the best of that method is not just having more RAM left or more CPU cycles due to no OS overhead per VBL but you get FULL zeropage for free usage... ;) DLIV is still located at 512 but you can put it where you want... the free zeropage is a good one because when using fast music replay routines like MPT they use a lot of zeropage adresses to be fast.

 

the "prepare stick" routine is a ripp off out of the rom/os code because i realised that when switching off OS my joystick routine wasn't working anymore... i thought that STICK0 is just a copy of the hardware register which it is not... but fortunatly it was just a simple AND #$0f needed.... ;) not much overhead...

 

re: And, Boinxx is looking great BTW!

 

thanks! :) i am playing it every day. at the moment i am just made some smaller code snippets and researches (like getting my old "please wait" sample or switching the OS off) and test some more fx while i am playing "'the minish cap" on my SP.... nintendo games are really inspiring...

 

the different stati for blocks will be implemented when i have the new collision routine (at the moment based on reading the VRAM instead of the tile map) and the basic scripting in place... we will see.... the scripting is needed for the enemies etc...

 

it will all depeing on the progress of that if i can implement more and more and what kind of tiles. retrofan who did the grafics (you'll find him in the homebrew forum doing 2600 stuff) has drew just small amount of tile set as time was tight and the game never was planned to be so huge... but maybe others might help out here but we have to see...

 

re: rdemming

 

and that's exactly why i never touched really hard my 1040STE in coding wise even i bought devpac assembler or used turbo assembler... i missed my

 

- WSYNC register

- fullscreen abilities just by a simple 'move.w #0,559' ;)

- softscroll registers

- DLIs (not messing with timers etc...)

 

and

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Even my try with the "Drama" tune wasn't that horrible, as the try from Mad Max to convert the "Knucklebusters" tune from SID.

Rob Hubbard did an experimental on the original gametune, which was not the "nicest" ;) and the YM sounding was the overkill.

It's not that YM sounds bad at all, but the tune was the outermost horrible thing when it comes together ;)

 

The original Knucklebusters tune is great. Very strange sounding. Not everbodies cup of tea but I liked it.

 

Do I understand it correctly that Rob Hubbard did an experimental version for the YM? I never knew that.

 

 

Rob Hubbard did some experimental , as you say "very strange sounding" which was listenable at least on SID environment.

 

I found the Cuddly Demos version of Knucklebusters quite nice, but that is using samples instead of YM sound.

 

Back in 88/89 I was on a german event called "Hobbytronic" where I bought several Demo-Disks. On one of them was a preview version of the Cuddly Demos.

The main screen was working (sprites, scroller) and it started with an YM-Version of the Knucklebusters tune.

 

For a great Knucklebusters remix try the Sidology CD from Marcel Donne. 18 :!:  minutes of Knucklebuster heaven  :D  

 

Robert

 

The tune itself is quite nice. But I prefer the remix made by "No other Medicine" (downloadable at remix.kwed.org)

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small interim update:

 

i cleaned up the code and changed some bits 'n pieces f.e. the vram is now layed under ROM at $c000 and the vram is now initialised with water tiles instead of zeros. further the score & ball is activated after player pressed start... otherwise it looks odd when the ball is jumping in attract mode without any collision...

 

more later...

boinxx5z.zip

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ok... few hours later here is a new beta version:

 

- 2 dummy levels included (watch the attract mode)

- attract mode enabled

- info-screen

 

now all 5 level gfx set are converted to 1 atari font which is good as the tile set + font can be held in memory and the levels are constructed out of 1 big tile set... so the parralax code etc can be stay the same.

 

still no volanteers regarding level design???

boinxx6a.zip

post-528-1107729246_thumb.jpg

post-528-1107729247_thumb.jpg

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new beta v6b...

 

small improvements... took me nearly 1 hour to make an .exe file incl. Pov's title screen + main code...

 

it's packed with superpacker so sorry for loading time... i haven't moved the depacker to other position than vram so that's why it looks like a c64 game depacking... ;) and i haven't disabled the colours while depacking...

 

anyway it was just a small test...

 

the game itself will have a loading animation (you can guess which... ;))

as its now more than 24kb long and still many levels + sprite engine missing...

 

the highscore table will use another neat 2004 trick, the famous '40x40' gr.0 screen... so stay tuned...

 

@ samurai

 

i have just 3 ingame tunes from xray... so still some more MPTs needed... ;) so still waiting...

 

@ goochman

 

i'll describe later this week how to generate & test levels with charpad and atari800win... unfortunatly you have to load the level data manually into boinxx... good that it's just the tile map and not the tileset+charset anymore...

 

@ all

 

unfortunatly i modified the attract mode but it seems that i messed up something as sometimes it just jumps back to the title screen

boinxx6b.zip

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