Search found 819 matches

by Twilighte
Mon Mar 28, 2011 1:29 pm
Forum: Games
Topic: OType
Replies: 88
Views: 124401

I'm now grappling with collision maps and routines and improving the precision and allignment of the other memory maps to them. For example the original screen height was 136 rows but this is not divisable by 6 which is the cell height for the Collision map. So the new maps look like this... http://...
by Twilighte
Wed Mar 23, 2011 1:02 pm
Forum: Games
Topic: The Return of Viking Chess (Hnefatafl)
Replies: 268
Views: 317123

Interesting, Dbug gave me this game many years ago when he visited me in Britain and i have enjoyed it many times with friends. A really cool game from Scandinavia However there are some gentlemen rules attached to the game like disuading the attacker from blocking all corners with his pieces so pre...
by Twilighte
Tue Mar 22, 2011 12:53 am
Forum: Games
Topic: OType
Replies: 88
Views: 124401

I incorperated the irq routine to read the keyboard and eventually play sfx and in-game music (if cpu time permits). Having problems detecting correct keys atm but when i do get this working i may very well provide a short vid :) Its actually proving the playerfile works aswell. Memory at the moment...
by Twilighte
Sun Mar 20, 2011 9:10 pm
Forum: Games
Topic: OType
Replies: 88
Views: 124401

Ok, a little progress tonight. I've rewritten the sprite engine (making the handling of players much faster. The screen below shows the jeep as it will appear in the first scene (first game). http://www.defence-force.org/ftp/forum/twilighte/otype/screenshots/jeep.png Its too high up but at least the...
by Twilighte
Tue Mar 15, 2011 8:33 pm
Forum: Painting tricks
Topic: Problems in inverse
Replies: 5
Views: 17281

Dbug wrote:If the tiles are 6x6, the advantage is that 40*6=240, so you can access all the bytes of a whole line of tile using one single absolute screen address, this gives room for quite a lot of opportunities for optimisations :)
Yes, i have used this a few times in the past. Cannot recall examples tho.
by Twilighte
Tue Mar 15, 2011 10:46 am
Forum: Painting tricks
Topic: Problems in inverse
Replies: 5
Views: 17281

Problems in inverse

Take the example that a screen byte is 110110 and the required mask is 110011 For normal video (not inversed) the result is simple. we AND the mask against the screen resulting in 110010 in code this would be LDA ScreenByte AND Mask However if the screen byte is inversed then all bits we take as 1 w...
by Twilighte
Sun Mar 06, 2011 10:39 pm
Forum: Games
Topic: OType
Replies: 88
Views: 124401

ok, managed to get game screen booting and fading in scorepanel. Not particularly smooth atm but its work in progress. However now at stage where everything is working, i can checkin project and start getting the actual game into some sort of working order :p Scorepanel for first scene/level http://...
by Twilighte
Fri Mar 04, 2011 1:10 pm
Forum: AY sound chip
Topic: Audio through tv speaker
Replies: 1
Views: 10285

Audio through tv speaker

This might seem a strange notion since we all know that the TV does not get Oric sound but instead its channeled to the internal speaker. However there is a distortion of sound on the tv speaker when things change on the screen. Those mad C64 sceners have even produced crude samples by changing the ...
by Twilighte
Thu Mar 03, 2011 2:20 pm
Forum: Games
Topic: OType
Replies: 88
Views: 124401

yep, agreed, i stand corrected.
by Twilighte
Thu Mar 03, 2011 1:11 pm
Forum: AY sound chip
Topic: Higher resolution Samples
Replies: 2
Views: 11860

Higher resolution Samples

This was a fascinating story of SoundDemon's successful attempt at producing 12 bit depth sound samples on the SID. http://noname.c64.org/csdb/release/?id=72678&show=notes Its worthy to mention only because such a method is (unfortunately) not possible on the Oric's AY :( It is possible to produ...
by Twilighte
Mon Feb 28, 2011 10:23 pm
Forum: Hardware hacks and extensions
Topic: IJK Joystick interface
Replies: 2
Views: 6400

The printer port has 8 data bits and 2 control lines. ACK and STROBE. ACK connects to the Control line CA1 for Port A and is an input. STROBE connects to Bit 4 of Port B and can be set to output or input. The IJK interface makes use of the STROBE line to activate the interface. 8) This means the 650...
by Twilighte
Sat Feb 19, 2011 10:45 am
Forum: Games
Topic: OType
Replies: 88
Views: 124401

Lots of work done but only slight visual change. The score panel was 7 digits long, but to maximise bcd (Binary coded decimal) its now 8 digits long, and can therefore represent 99,999,999. BCD is a way of storing decimal numbers in 8 bit bytes and is supported by the 6502 processor. One can set BCD...
by Twilighte
Tue Feb 15, 2011 10:51 pm
Forum: Games
Topic: OType
Replies: 88
Views: 124401

Just an illusion.. aaahhh ;)
by Twilighte
Mon Feb 14, 2011 11:01 pm
Forum: Games
Topic: OType
Replies: 88
Views: 124401

Ok, after IRC comments by Dbug i have updated it as follows http://www.defence-force.org/ftp/forum/twilighte/otype/screenshots/euphoric_006.png The Health has been moved so that it is now adjacent to lives, which it is directly related to. I have also removed Boost. Well actually any boost or Turbo ...
by Twilighte
Mon Feb 14, 2011 7:43 pm
Forum: Games
Topic: OType
Replies: 88
Views: 124401

Oh and just incase people are wondering, this is what all the other parts of the scorepanel are.

Image

Is it logical and intuitive enough?