Search found 874 matches

by Frank B
Tue Jul 18, 2017 6:45 pm
Forum: Chat forum [ENG]
Topic: Couple simple things what could make STE better
Replies: 17
Views: 865

Re: Couple simple things what could make STE better

By progressive I mean a multi plane blit where the blitter draws plane 1-n per line. That isn't possible on any multi bitplane resolution if shifting or end masking is required. It means that you get a nasty shimmer effect when scrolling in a text editor. Each plane is blitted a screen at a time. H...
by Frank B
Tue Jul 18, 2017 4:19 pm
Forum: Chat forum [ENG]
Topic: Couple simple things what could make STE better
Replies: 17
Views: 865

Re: Couple simple things what could make STE better

By progressive I mean a multi plane blit where the blitter draws plane 1-n per line. That isn't possible on any multi bitplane resolution if shifting or end masking is required. It means that you get a nasty shimmer effect when scrolling in a text editor. Each plane is blitted a screen at a time. Ho...
by Frank B
Wed Jul 12, 2017 11:45 am
Forum: Chat forum [ENG]
Topic: Couple simple things what could make STE better
Replies: 17
Views: 865

Re: Couple simple things what could make STE better

I'd have liked a progressive mode too. That way you can blit all planes in a single line. Less screen shimmer on updates.
by Frank B
Wed Jul 12, 2017 10:57 am
Forum: Chat forum [ENG]
Topic: Couple simple things what could make STE better
Replies: 17
Views: 865

Re: Couple simple things what could make STE better

How about having the blitter calculate the mask on the fly? Ie set a transparent colour or a bit range for all transparent then have the mask generated from it during the blit. That way you can do transparent copies in 12 clock cycles (3 bus cycles). Pixel addressing would be useful too. That would...
by Frank B
Wed Jul 12, 2017 9:52 am
Forum: Chat forum [ENG]
Topic: Couple simple things what could make STE better
Replies: 17
Views: 865

Re: Couple simple things what could make STE better

How about having the blitter calculate the mask on the fly? Ie set a transparent colour or a bit range for all transparent then have the mask generated from it during the blit. That way you can do transparent copies in 12 clock cycles (3 bus cycles). Pixel addressing would be useful too. That would ...
by Frank B
Fri Jul 07, 2017 12:56 am
Forum: Demos - Requests
Topic: Guess the Demo from the disc Picture
Replies: 5
Views: 737

Re: Guess the Demo from the disc Picture

No they did atari disks too. I had several Amiga and Atari disks from that pd library.
by Frank B
Wed Jul 05, 2017 6:28 pm
Forum: News & Announcements
Topic: Call for (not so technical) questions -- Atari's product manager 1991-96
Replies: 29
Views: 1400

Re: Call for (not so technical) questions -- Atari's product manager 1991-96

Was the Falcon planned with a 68000 initially? Did Commodore's 1200 announcement result in a spec increase to an 030?
by Frank B
Wed Jul 05, 2017 2:29 pm
Forum: News & Announcements
Topic: Call for (not so technical) questions -- Atari's product manager 1991-96
Replies: 29
Views: 1400

Re: Call for (not so technical) questions -- Atari's product manager 1991-96

Wow amazing! How about a less 'black and white' question, maybe more personal? like: 'Do you still have a passion for Atari machines, or was it just a job and you moved on?' or maybe something free-form like 'could you share an interesting story to do with the machine development? Anything can do, ...
by Frank B
Wed Jul 05, 2017 12:06 pm
Forum: News & Announcements
Topic: Call for (not so technical) questions -- Atari's product manager 1991-96
Replies: 29
Views: 1400

Re: Call for (not so technical) questions -- Atari's product manager 1991-96

Who would we need to talk to to make a Falcon next kickstarter happen? :)
by Frank B
Tue Jul 04, 2017 3:12 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 215
Views: 22544

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

I think the ST blitter acts like a 68000 on the bus. It has all the same pin outs. It might be possible to just fit it on a CPU breakout card on the Amiga. It was possible to retrofit to earliest ST models. That would give you full blitter access to fast ram for storing sprites. No idea if that woul...
by Frank B
Mon Jul 03, 2017 10:45 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 215
Views: 22544

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

dlfrsilver wrote:The expansion port, left of the 68000 support 2,4,and 8 mb of ram anyway :)


None of which is addressable by the blitter, copper or any other DMA channel.
by Frank B
Mon Jul 03, 2017 5:35 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 215
Views: 22544

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Even the AGA machines have a 2MB limit for the blitter right? You'd probably be targeting 8bpp on those machines so the constraints may be even worse. Better to do dual play field on that machine. If you have an accelerator you can store all graphics in fast RAM. It might still not be possible with...
by Frank B
Mon Jul 03, 2017 5:18 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 215
Views: 22544

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Yes but STe is also dealing with sprite display in hardware using the blitter. That is the point Frank B was making, the Amiga could not hold all the available sprite data in RAM, in an area that the Amiga blitter can access. It would need copied from fast -> chip before the blitter could do anythi...
by Frank B
Mon Jul 03, 2017 5:13 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 215
Views: 22544

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

here is an example : The skeleton tiles metadata starts in offset $7046C. It has some bytes, followed by this : sprite frame 01 : 0201,0202, 0210,0211,0212, 0220,0221,0222, You can check this by pressing 'F4' in mame in order to access the tileviewer, get the 16x16 tiles, and you'll find the skelet...
by Frank B
Mon Jul 03, 2017 2:03 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 215
Views: 22544

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

i think that on the amiga you could use maybe 32 colors instead of 16. Any other "magic effect" would raise the bar i think on the memory requirements. it would be cool if anima could explain what he applied in order to make the STE display the tiles without any dedicated chipset :) Erm y...
by Frank B
Fri Jun 30, 2017 12:46 pm
Forum: ST(E) Clones (Suska / MiST)
Topic: New TOS Atari OS on a regular x86 PC
Replies: 7
Views: 2586

Re: New TOS Atari OS on a regular x86 PC

Same question ; I disagree with the provided answer. Since the end of Atari computers, most have sadly switch to PC. Today, x86 are THE available low cost hardware, and Firebee is still to expensive and to low power. Providing FreeMint with Xg on x86, or FreeMint with AES over X11, will permit to g...
by Frank B
Sun Jun 25, 2017 2:54 pm
Forum: Chat forum [ENG]
Topic: Which direction retro computing goes ?
Replies: 47
Views: 2730

Re: Which direction retro computing goes ?

dhedberg wrote:I have no interest in anything but the real hardware. I think the MIST attracts people without real hardware that want to experience it again. It's alot easier and cheaper to get the MIST up and running.


I like both. A bit of hardware that can boot as an Amiga or ST? SOLD! :)
by Frank B
Thu Jun 08, 2017 11:54 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 215
Views: 22544

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

It only costs 8 bytes per 16 pixels scrolled. 2 pixels a byte. You could scroll a very long time before you exceed 32kb. Scrolling vertically might get a bit fiddly though. Exactly. Unfortunately Ghouls 'n Ghosts has definitely rounds where it goes in both directions: http://vgmaps.com/Atlas/Arcade...
by Frank B
Mon Jun 05, 2017 4:41 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 215
Views: 22544

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

It only costs 8 bytes per 16 pixels scrolled. 2 pixels a byte. You could scroll a very long time before you exceed 32kb.
Scrolling vertically might get a bit fiddly though.
by Frank B
Thu May 18, 2017 8:15 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 215
Views: 22544

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Please add a CPU renderer mode to the game. It should open eyes to how effective the ST blitter is :D
by Frank B
Tue May 09, 2017 2:49 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 215
Views: 22544

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Well this remains a not too overly complicated game from the sprites point. Just playing the whole game and note which sprites are present in level X. "Just playing the whole game" - offtopic but funny time :D: "Ghosts N' Goblins - Angry Video Game Nerd - Episode 108" - https://...
by Frank B
Sat May 06, 2017 10:26 pm
Forum: Chat forum [ENG]
Topic: Very stoopid things on smartphone
Replies: 4
Views: 790

Re: Very stoopid things on smartphone

Android experience is variable from OEM to OEM. I'd recommend buying only nexus or pixel devices. That cuts down the chances of the OEM screwing the user experience up. I'd install adblock browser if you don't want to root your device. iOS with content blockers has provided a better experience than ...
by Frank B
Fri May 05, 2017 7:08 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 78
Views: 7996

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

That's seriously amazing! +1
by Frank B
Sat Apr 29, 2017 2:31 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 215
Views: 22544

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

How would it compare speed wise and memory wise to a standard masked method? Just curious :)

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