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Topics - ssr86

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Programming / how to put a musicbox tune into program code?
« on: 2015.March.27. 15:11:42 »
How can I put a musicbox-made tune into my assembler program?

Programming / pixel artist wanted
« on: 2015.March.27. 15:08:54 »
I don't know if this is the right subforum, but I'm looking for a graphician for a game I'm currently trying to finish... There is still much to do code-wise but I think that I could start looking for an artist at the current stage of things... The game mechanics is more or less finished (although needs some tweaking), sprite engine is currently standard-sprites-based but when I enter optimization stage (currently the game is running 10-25fps) I will probably switch to compiled-sprites for some animations (especially for the 128k), so most probably will change slightly. Some things to fix. No title and option screens yet. 

So here I'm asking if there's a person on this forum that could help. So far I have only asked one person from the cpc community but he refused.

The work to be done is:
- game background screen 168x104 16 color square pixels
- fonts (mainly digits) for the options and game panel (4-color)
- panel background 160x40 4-color
- title screen
- sprite animation (I have my own character but he needs animation)

As for the sprite animation - I'm currently using ripped graphics:
- 3 stance animation frames (32x40)
- 1 jump frame (40x36)
- 2 fall frames (48x31)
- 6 flame frames (16x16)
...but some more will be needed...

With my current tempo I think I will need a couple more months to finish (if that day ever comes).

Programming / fun with margins
« on: 2015.March.14. 22:54:35 »
Here are a few screen-transition effects obtained by modifying values of margins and line pointer of each modeline. The examples work in 160x144 16-c square pixel "mode" but the code works for all screens (I think) with more than one modeline for display block...

First "screen swipe":

- moving screen
- fixed left margin increments (+-1)

- static screen
- fixed margin increments (+-1)

- moving screen
- "random" left margin increments (+-1)

- static screen
- "random" margin increments (+-1)

Don't know if anyone is interested in the code but I'm posting it anyway...

Controls: joy left/right

front.asm and back.asm are the images used for background graphics...

I've been programming using pasmo+conText+ep128emu for a few months now and (in comparison with programming for the cpc) debugging is...quite uncomfortable...
Is there a way (or a better editor than conText) to set breakpoints in the code through my source file? Winape has got a build-in assembler and so allows that... But is there a way to achieve that for pasmo with ep128emu? What I've been doing until now is using a jp $ to find the address of where I wanted to set the breakpoint and then using that address with "step-to" in the ep128emu's debugger. It's not the most convenient way to do it...
It hasn't bothered me that much though, but I always though that there surely is a better way to do that... Because doing it like this, if I wanted to set more than one breakpoint, then I have to remember the address of each breakpoint and change the "step-to" address...

Maybe someone can help? 

Programming / I'd like to register a complaint (fixbias)
« on: 2015.January.12. 15:07:13 »
Just wanted to complain about the fixbias color mechanism (16 color modes)...

Why, instead of one fix bias register, couldn't Nick have 8 separate registers for colors 8-15 (colors 0-7 set in modelines)?...

Because of fix bias you can't (or I just don't know how to do it efficiently) to fade-out or fade-in the screen without some redrawing of the screen(?)or limiting the color usage to the first eight... You can't even black-out the screen by changing colors in the palette (although you can do it with an alternative short lpt...).  You can't use "dual-playfield mode" like on the cpc (used in "ghost'n'goblins", "relentless", "mission genocide")...

What are the benefits of such solution? Or what are the other limitations?
Or how can I make a good fade-in, fade-out effect?

For Sale / If I wanted to buy an Enterprise 128 computer...
« on: 2014.November.14. 20:36:05 »
Hi, I'm thinking about buying an ep128 but don't really know what and for how much would be considered a good buy...
What would I need (apart from the computer itself)?...
What additional hardware would I need (and where to get it) to be able to transfer data between pc and ep?
Is it harder to find one with english keyboard?

There are a few ongoing auctions at the moment - the ones on ebay mentioned by Zozosoft and 3 on vatera.hu:

I'm in no hurry and still thinking if it'd be worth it... Nearly 10 years ago I bought myself an amiga500 but was dissapointed with the purchase...

Programming / CPCEPsprites RELEASE 0.0
« on: 2014.October.31. 18:25:38 »
I'm writing a tool for converting images to cpc/ep software sprites...
here's a link to cpcwiki forum with the first release...:

At the moment the enterprise module is not fully functional...
The background screen output works (at least from what I tested) but with the other output types the next line code is problematic as I use set/res 3,x to go to next line every second one and I haven't implemented other method than a lookup table (I should at least add a "add line_width")... so sorry
But I hope that it won't be that much work to change and the generated code should be still somewhat useful...I hope...

Programming / 4-16-256-color square pixel modes
« on: 2014.June.10. 20:01:18 »
Managed to get my first code to work...
Here are short codes to setup the following "square pixel modes":
160x128 with 16 colors (16-color pixel mode but pixels are 2 scanlines tall)
160x128 with 4 colors (4-color lpixel mode but pixels are 2 scanlines tall)
80x64 with 256 colors (256-color pixel mode but pixels are 4 scanlines tall)
80x64 with 16 colors (16-color lpixel mode but pixels are 4 scanlines tall)

Line Parameter Tables are 1120 bytes (80x64 modes) and 2144 bytes(160x128 modes) long...

The code is based on "the lines example" from "exos1.0 technical information" book.
No pictures - just some "random" pixels.

These modes should save quite a lot of memory, have square pixels and be rather fast (less to draw), these can't be achieved this "cheap" (or just can't at all) on other 8bit computers...
They remind me of old handheld consoles' resolutions...

edit: seems that the vertical resolution can be up to 144 and 72 pixels for respective cases (whole height of display)

Programming / How to begin assembly on Enterprise
« on: 2014.June.08. 21:52:15 »
Hi, I wanted to try to play around with some programming on the Enterprise 128 computer (using an emulator)... I'm currently programming a bit for Amstrad CPC using WinApe emulator's built in assembler, but don't know any cross-dev tools that I could use for programming on an Enterpise...
Actually I never knew about the existence of Enterprise computers... I read some discussion about it on cpcwiki forum two days ago (about Star Sabre conversion) and wanted to check a few things with nick's flexible graphic capabilities... Unfortunately I don't know how to start... Please help... 

What tools are you using?

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