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Author Topic: Latest developments for Enterprise (Read 396122 times)

Offline geco

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Re: Latest developments for Enterprise
« Reply #180 on: 2017.July.19. 20:31:39 »
TCAVE4K modified version, thanks for Istvan's idea for sorting character data to different order, another some bytes saved by compression, i could insert external joystick to controls beside internal joystick.
Previous links were also updated.

Offline szipucsu

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Re: Latest developments for Enterprise
« Reply #181 on: 2017.October.18. 09:55:40 »
IstvánV has made an update for the EP128Emu, it can handle midi input. So you can play midi files on your PC, using the emulator! Of course, this uses the capabilities of the Dave chip. If you play a midi file, you can hear it through the emulator. As the Enterprise handles 3 sound channles and 1 noise channel, the midi file has to be modified as most midi files use much more voices. The most important thing is that István has also created a converter and player program, so you can convert midi files into Enterprise formats so you can play them loading into a real Enterprise.
Thus you can create music much more easily for the Enterprise! We know that a lot of people had problems with creating music for the programs.
For more information see Wiki: Enterprise MIDI in English
100 SOUND SOURCE 2,STYLE 128,PITCH 25.2,SYNC 1
110 SOUND PITCH 25,SYNC 1
120 ! Videos

Offline geco

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Re: Latest developments for Enterprise
« Reply #182 on: 2017.November.06. 20:13:16 »
Enterprise conversion of Commodore +4 Exorcist game, it is EXOS compatible, ZIP file contains 2 loaders, EXORC128.COM can be loaded only on EP with at least 96KB of RAM, EXORCIST.COM can be loaded on all machines, it just makes some restrictions on EP64, 1 song is not loaded, cheat song is loaded only if there is enough free space on shared segment, and sprite display mode can not be changed.
Controls:
Int/Ext1/2 joysticks
Fire: joy fire/Enter/space
Hold: pause game
Stop: return to main menu
M: music on/off
F1: 1st sprite display method (sprites are OR-ed)
F2: 2nd display method (original, and this is the default, sprites overwrites each other)
F5: turn on infinite energy
F6: turn off infinite energy
F7-F8: invulnerability

Offline geco

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Re: Latest developments for Enterprise
« Reply #183 on: 2018.May.26. 11:21:32 »
IstvanV has rewritten Commodore Plus4 Quadrillion 4K game, the game is Exos compatible, runs on EP64 also, and recognize turbo machines.
Additional sounds have been added.

Controls:
Int/Ext1/Ext2 Joy
Space/fire: pause
Stop: loose one live
Right shift: ball move faster
Ins: change palette

Conversion of Commodore Plus4 Quadrillion 4K game by me :D , the game is Exos compatible and runs on EP64 also.

Controls:
Int/Ext1/Ext2 Joy
Space/fire: pause
Esc: loose one live
Alt+Enter: Cheat

Offline geco

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Re: Latest developments for Enterprise
« Reply #184 on: 2018.May.26. 13:51:19 »
Crillion is modified version of Qaudrillion by Istvanv which got levels of C64 game Crillion, and game rules of it. The game is Exos compatible, runs on EP64 also, and recognize turbo machines.

Controls:
Int/Ext1/Ext2 Joy
Stop: loose one live
Right shift: ball move faster
Ins: change palette

Offline gflorez

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Re: Latest developments for Enterprise
« Reply #185 on: 2018.May.27. 00:10:12 »
What an abundance of rewrite/conversions!

On the other side, very good looking and addictive games.

Offline geco

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Re: Latest developments for Enterprise
« Reply #186 on: 2018.July.22. 12:30:53 »
MOD Player for Enterprise based on Stefan Drissen's MOD Player on SAM Coupé. The program is EXOS compatible, it recognize turbo machines, and based on the CPU speed sets the playback speed, on a normal 4MHz EP the playback speed is 9,2 KHz, one remark for the turbo machines, the player can set the playback speed by 2MHz step of CPU speed, for example 7,12 MHz EP will have the same playback speed as 6MHz EP (13,7 KHz), 8 MHz EP has 18,4 KHz. RAM expansions are fully supported, all available RAM can be used. There is 32KB free RAM for MOD's on an EP128, but a 32KB of size MOD can not be loaded, because looping samples needs additinal gaps at the end of sample, and the gap varies based on the size of the loop size, so it can happen one 24KB mod can be played on EP128, but another 24KB mod can not, on an EP with 1MB RAM expansion probably you will see Not enough memory very rarely :)
Controls:
Esc - load new file (file selection menu appears if EXDOS exists)
1-4 - turn channel 1-4 off/on
5 - turn on all 4 channels
6 - playback with Dave
7 - Playback with external 4 channel 8bit D/A
« Last Edit: 2018.August.30. 18:22:04 by geco »

Offline gflorez

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Re: Latest developments for Enterprise
« Reply #187 on: 2018.July.22. 13:44:00 »
Great, Geco!

Now, with a cheap bus expander at hand, is easier to build the external D/A converter....

Are there schematics about it?

Offline geco

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Re: Latest developments for Enterprise
« Reply #188 on: 2018.July.22. 14:50:35 »
Great, Geco!

Now, with a cheap bus expander at hand, is easier to build the external D/A converter....

Are there schematics about it?
Hm I do not know, if there is then Zozo has it :)

Offline endi

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Re: Latest developments for Enterprise
« Reply #189 on: 2018.July.22. 20:25:09 »
I think "playback speed" is not a good phrase. the better is "playback sampling (rate)"
Vigyázat! Szektás vagyok! :)

Offline geco

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Re: Latest developments for Enterprise
« Reply #190 on: 2018.July.22. 20:48:07 »
I think "playback speed" is not a good phrase. the better is "playback sampling (rate)"
Probably you are right :)

Offline geco

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Re: Latest developments for Enterprise
« Reply #191 on: 2018.July.26. 20:26:15 »
I found a small bug in MOD Player, clear variable routine deleted 3 bytes in buffer routine, it has been corrected, and ROM version also added, 1st link is updated also.
« Last Edit: 2018.August.30. 18:21:42 by geco »

Offline gflorez

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Re: Latest developments for Enterprise
« Reply #192 on: 2018.July.26. 20:31:53 »
Thanks!

Offline geco

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Re: Latest developments for Enterprise
« Reply #193 on: 2018.August.30. 18:21:18 »
Thanks to Lacika, a new bug has been corrected in MOD Player, if a mod did not have empty sample then the player created it to wrong place, and overwrote code part, it is corrected in both ROM and file version.
Previous links have been corrected, and points to the new file.

Offline geco

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Re: Latest developments for Enterprise
« Reply #194 on: 2018.August.30. 18:47:05 »
Quadrillion Full: Quadrillion 4K version of IstvanV has been upgraded, display can be changed between IstvanV's version and my version, contains all backrounds, and the menu music has been changed to 2 MOD musics, moving blocks are moving :D , explosion effect was built in, and sounds has been changed.  It needs 128KB RAM, and recognize turbo machines.
It has been done with cooperation with István, he made more work :)

Controls:
Int/Ext1/Ext2 Joy
Stop: loose one live
Right shift: ball move faster
Ins: change palette
F1: change between display
F2: EP character set
F3: C64 Crillion character set
F4: Commodore character set
F5: generate C+4 style background only
F6: generate dithered V1 background only
F7: generate dithered V2 background only
F8: restore background selection for all 4 types
Space: pause game (glass effect)