Search found 17 matches

by Codetapper
Wed Jul 16, 2014 12:48 pm
Forum: Floppy Disk Preservation
Topic: Floppy Disk Copy protection
Replies: 62
Views: 49298

Re: Floppy Disk Copy protection

Time for a new version :) This new version is a major rewrite. It includes a lot of new protections like Fuzzy Data Track, unformatted and partially unformated track, more info on NFA, lots of new description for games, detail explanation on unformatted track, NFA etc... Still needs more work espec...
by Codetapper
Tue Jul 15, 2014 3:49 am
Forum: Games - General
Topic: R-Type Tiles
Replies: 18
Views: 9104

Re: R-Type Tiles

I can get you the unwatermarked Amiga maps if that helps (I ripped them with Maptapper!)
by Codetapper
Wed May 28, 2014 6:34 pm
Forum: 680x0
Topic: The best way to do sprite collision detection
Replies: 22
Views: 10709

Re: The best way to do sprite collision detection

In that case, is it the collision detection that's slowing the game down when there's a lot happening, or plotting all the objects?
by Codetapper
Wed May 28, 2014 8:21 am
Forum: 680x0
Topic: The best way to do sprite collision detection
Replies: 22
Views: 10709

Re: The best way to do sprite collision detection

For player collisions: If each bullet knows who fired it (the player or an enemy) you can test all enemy bullets against the player position, and with a single compare (testing if the bullet is too far right of the player to start with) you will probably be able to skip checking the remaining points...
by Codetapper
Tue May 27, 2014 3:45 am
Forum: 680x0
Topic: The best way to do sprite collision detection
Replies: 22
Views: 10709

Re: The best way to do sprite collision detection

May I ask what kind of game is this? As depending on the game, you might be able to optimise even further. For example, if it's a horizontally scrolling (only) game, then any tile that's above or below the bullet will never hit it (assuming the tiles don't move), so there's no need to check those ti...
by Codetapper
Fri Mar 07, 2014 11:53 am
Forum: Chat forum [ENG]
Topic: An interview with the original supplier Subzero of Skid Row
Replies: 1
Views: 1341

An interview with the original supplier Subzero of Skid Row

I realise this is an Amiga interview but hopefully some of you Atari guys will appreciate it. Subzero was one of the major original suppliers for the famous cracking group Skid Row on the Amiga. I interviewed him about his activities and how on earth they managed to get so many games before anybody ...
by Codetapper
Sat Nov 23, 2013 12:09 pm
Forum: News & Announcements
Topic: Interview with Doug (dml) Little
Replies: 63
Views: 13139

Re: Interview with Doug (dml) Little

And in a follow up to Doug's interview, the graphics artist Alan Grier also agreed to be interviewed.
by Codetapper
Sat Nov 23, 2013 12:08 pm
Forum: News & Announcements
Topic: Interview with ICE graphics artist Alan Grier
Replies: 7
Views: 2480

Interview with ICE graphics artist Alan Grier

In a follow up to last week's interview with I.C.E. programmer Doug Little , graphics artist Alan Grier agreed to be interviewed . Alan very kindly uploaded a tonne of his original source files which show a lot of the behind the scenes work that went into each game. He also uploaded loads of picture...
by Codetapper
Mon Nov 18, 2013 9:52 pm
Forum: News & Announcements
Topic: Interview with Doug (dml) Little
Replies: 63
Views: 13139

Re: Interview with Doug (dml) Little

I interviewed Doug earlier this year and published it about a week ago. I delayed while trying to get a photo but it never arrived so I published it without a photo. I'm hoping he'll reply to my PM and send a photo at some point!
by Codetapper
Mon Jul 29, 2013 11:50 am
Forum: Games - General
Topic: Graphics and Map ripping from Atari ST games
Replies: 29
Views: 7779

Re: Graphics and Map ripping from Atari ST games

Most emulators have an ability to save the state and restore it later on a different machine, different version of the emulator etc. Why wouldn't you make a single savestate format that can correctly reload the state of the machine as it was saved? Sites like C64Endings provide the savestate files s...
by Codetapper
Sun Jul 28, 2013 10:55 pm
Forum: Games - General
Topic: Graphics and Map ripping from Atari ST games
Replies: 29
Views: 7779

Re: Graphics and Map ripping from Atari ST games

For now I will support the Steem savestates (as you can easily locate the palette information and the memory dump) but for Hatari all I am doing is decompressing the gzip stream and leave the user with a 4Mb file to trawl through for a 1Mb game. Not ideal at all (as it's impossible to find the palet...
by Codetapper
Fri Jul 26, 2013 9:11 pm
Forum: Games - General
Topic: Graphics and Map ripping from Atari ST games
Replies: 29
Views: 7779

Re: Graphics and Map ripping from Atari ST games

I have had a quick look at the Hatari save format, and no disrespect to the authors, but it's a very poorly implemented save method if you ask me. Each chunk that is saved seems to have no length information so it's hard to locate the start of the real data. By dumping all the variables in a chunk o...
by Codetapper
Fri Jul 26, 2013 8:08 am
Forum: Games - General
Topic: Graphics and Map ripping from Atari ST games
Replies: 29
Views: 7779

Re: Graphics and Map ripping from Atari ST games

1. It's more a question of "is Steem the main emulator people use?" On the Amiga, I only support WinUAE savestates as that is *the* emulator. Hence the question. How many people use Hatari? What's the most popular emulator and is any particular one much better than any other? RAM section d...
by Codetapper
Fri Jul 26, 2013 4:50 am
Forum: Games - General
Topic: Graphics and Map ripping from Atari ST games
Replies: 29
Views: 7779

Graphics and Map ripping from Atari ST games

Some of you may have heard about my graphics and map ripping software Maptapper which has been used to extract thousands of levels from hundreds of Amiga games. (These are all displayed on the Hall of Light site). There has been interest from a few people for me to support Atari ST ripping natively ...
by Codetapper
Fri Feb 24, 2012 6:20 am
Forum: News & Announcements
Topic: The Atari ST magazine preservation project
Replies: 171
Views: 67032

Re: The Atari ST magazine preservation project

You're right, it's #36 I'm after!
by Codetapper
Fri Feb 24, 2012 3:28 am
Forum: News & Announcements
Topic: The Atari ST magazine preservation project
Replies: 171
Views: 67032

Re: The Atari ST magazine preservation project

I have added The One for ST Games to the Amiga Magazine Rack. I figured that there might be some reviews and reference information that would be useful. Since adding them however, I notice that The One were very sloppy - they basically used the identical review for both magazines, even giving identi...
by Codetapper
Fri Aug 05, 2011 8:23 am
Forum: News & Announcements
Topic: The Atari ST magazine preservation project
Replies: 171
Views: 67032

Re: The Atari ST magazine preservation project

Hi guys, I created the Amiga Magazine Rack site! If you don't have time to create the system for indexing the relevant pages, I would be happy to create some Atari ST magazine entries on the site allowing the indexes to be created, and can link to the scans wherever you keep them. When you get the t...

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