Pre-purchase of "Sector 88" (new Kai Magazine game).

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By hit9918

Prophet (2867)

hit9918's picture

09-08-2016, 14:06

an USR could make the stars with point and pset.
not with blitter but with port 99 setup (vpeek vpoke in asm).
on screen 8 it is factors more easy than screen 2.
18 sprites used for the stars? if you replace just a third then you got 6 more sprites.
then you got 20 sprites instead 14 sprites. much more in the usual range.

By AxelStone

Prophet (2694)

AxelStone's picture

09-08-2016, 14:10

Louthrax wrote:
AxelStone wrote:

It's not so easy @ARTRAG, believe me. ASM drivers as Moonblaster uses absolute memory addressing or page switching, that will not work in a compiled language as C.

It's possible (at least with HiTechC). It just requires creating "sections", linking them at the good addresses, etc... You can even split your code into different memory mapper banks if it's too big to fit in memory, but again, this requires a lot of work (loading the code manually from an external overlay file, etc...). Korean developper Sharksym is using that, I think it's M file manager has been coded in C this way.

Yes, in MSX-C it's also possible, I wanted to say precissely that it requires a lot of manual work, you can't use the driver as "compile and run" Wink . I've found Sharksym repository and it's impressive, he has developed a Memory Management library that I'm really interested in seeing. By the moment, I'm using basic 64Kb anyway. And yes, C is much more readable, reusable and maintainable than pure ASM code.

Sorry for the offtopic.

By ARTRAG

Enlighted (6244)

ARTRAG's picture

09-08-2016, 18:29

@axelstone
In hi-tech c you can control where each section of code or data is allocated in ram or in rom ( you can also develop megaroms with all the know mappers).
If you have sources for your music drivers I could give a look and tell you how difficult it is.
Iirc there is already a PT3 player for Hi-tech C

By AxelStone

Prophet (2694)

AxelStone's picture

09-08-2016, 23:13

Private sent in order not to make more offtopic here. Thanks.

By Kai Magazine

Paragon (1303)

Kai Magazine's picture

11-08-2016, 12:31

Provisional cover:

By Manuel

Ascended (15750)

Manuel's picture

11-08-2016, 12:56

OLP4? Smile

Looks pretty good otherwise!

By gdx

Prophet (3037)

gdx's picture

11-08-2016, 14:00

I don't like the idea of stage in which we need avoid the background ships. I would prefer you do not take in account the background ships and you add wastes that we will need to avoid.

By Kai Magazine

Paragon (1303)

Kai Magazine's picture

11-08-2016, 21:17

Wastes? you mean space debriee? remains of destroyed ships?
That is a good idea for another stage. I can make a ship graveyard stage in which you have to avoid debriee (and fight enemies, offcourse). Something similar to a certain stage from gradius gaiden.
I will do that.
There are plenty of stages to do yet, so...

By Kai Magazine

Paragon (1303)

Kai Magazine's picture

11-08-2016, 21:18

Manuel wrote:

OLP4? Smile

Looks pretty good otherwise!

Hahaha I notticed now. I wrote olp4 instead of opl4.
I will correct that. Thanks.

By gdx

Prophet (3037)

gdx's picture

14-08-2016, 13:55

Kai Magazine wrote:

you mean space debriee? remains of destroyed ships?

Yes.

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