Search found 17 matches

by master
Thu Aug 16, 2007 3:43 pm
Forum: C / PASCAL etc.
Topic: Looking for Sound/Graphics C/C++ libraries
Replies: 55
Views: 17987

No, I am saying it takes one VBL, or one frame, 1/50 s. OK, that`s much better :) You can precreate screens and change the screen pointer. It is called double buffering. At least this is possible. File is attached. It compiles with Pure C (I just did a rebuild). Thanks 8) You can write generic spri...
by master
Thu Aug 16, 2007 6:59 am
Forum: C / PASCAL etc.
Topic: Looking for Sound/Graphics C/C++ libraries
Replies: 55
Views: 17987

Yes, there is only the processor doing work for you. Not some magic hardware. The screen in 32000 bytes long starting at a 256 byte boundary in memory. So, basically, once something is written to VRAM, it doesn`t take any cycles to redraw, right ? You don't have enough processor time to rebuild the...
by master
Thu Aug 16, 2007 6:39 am
Forum: C / PASCAL etc.
Topic: Looking for Sound/Graphics C/C++ libraries
Replies: 55
Views: 17987

You can probably still have sampled sound effects without too much CPU usage as much lower sampling rates are usually acceptable for simple sounds like bangs and crashes but not so good for speech. Great idea ! The question is how will digitized sounds match with chip music, but that`s least of my ...
by master
Wed Aug 15, 2007 9:30 pm
Forum: C / PASCAL etc.
Topic: Looking for Sound/Graphics C/C++ libraries
Replies: 55
Views: 17987

The music you were thinking of will use all processor time at its own. On a normal Atari ST forget about playing MODs, even digisound at a low quality is processor expensive - 32000 clocks for your digisound per VBL. Remember you had only 160000 clocks per VBL so you burned 32000/160000 = 20% of yo...
by master
Wed Aug 15, 2007 9:18 pm
Forum: C / PASCAL etc.
Topic: Looking for Sound/Graphics C/C++ libraries
Replies: 55
Views: 17987

On an Atari you don't count the number of pixels in a sprite but the number of words. The 9 pixel on a low resolution Atari screen is made up from bit nr 6 of the 1st word, bit nr 6 of the 2nd word, bit nr 6 of the 3rd word and bit nr 6 of the 4 th word. A pixel has also 4 bitplanes, 16 different v...
by master
Wed Aug 15, 2007 8:54 pm
Forum: C / PASCAL etc.
Topic: Looking for Sound/Graphics C/C++ libraries
Replies: 55
Views: 17987

Thats only if you are using pre-shifted sprites where you have multiple copies (2, 4, 8 or 16) of the same sprite image at different horizontal pixel positions so that the program doesn't have to horizontally shift the sprite data in real-time (something the 68000 is rather slow at). If your game d...
by master
Wed Aug 15, 2007 7:54 pm
Forum: C / PASCAL etc.
Topic: Looking for Sound/Graphics C/C++ libraries
Replies: 55
Views: 17987

Unless your name is Nic Thisell don't even start to think about using multiple palettes in one scanline for arcade games. Color switching within a scanline is high magic and processor intensive. First start with playing around with sprites and maybe some raster interrupts. You will soon discover it...
by master
Wed Aug 15, 2007 7:43 pm
Forum: C / PASCAL etc.
Topic: Looking for Sound/Graphics C/C++ libraries
Replies: 55
Views: 17987

The STE only game Obsession set the benchmark it has I think the most messing of the colour palettes duiring in game play, it also adds an extra 16 pixels to the left border by using an STE only border trick,removes the bottom border & plays a 4 Channel Mod and 1 channel sound! Definitely ! I j...
by master
Wed Aug 15, 2007 6:51 pm
Forum: C / PASCAL etc.
Topic: Looking for Sound/Graphics C/C++ libraries
Replies: 55
Views: 17987

Each change to each individual colour takes a certain amount of time, so while you can do three palette's worth of changes (probably 45 colours in all, if you want a consistent background colour) on a line they don't all happen at the same point horizontally. You need to think this through carefull...
by master
Wed Aug 15, 2007 6:35 pm
Forum: C / PASCAL etc.
Topic: Looking for Sound/Graphics C/C++ libraries
Replies: 55
Views: 17987

If got very decent sprite routines with preshifted data, you can do 44 different masked 16x16 sprites with 16 colours. This is the data that I wanted to hear ! However, it seems a little bit low to me at first sight, but I`m not yet familiar with the platform. To put it into other perspective, 16x1...
by master
Wed Aug 15, 2007 11:52 am
Forum: C / PASCAL etc.
Topic: Looking for Sound/Graphics C/C++ libraries
Replies: 55
Views: 17987

You can still use palette splits for status panels and graduated raster skies to make things a bit more colourful. This is exactly what I`m planning to do, I just need 2 palettes for skybox, 2-3 for bottom HUD, at least 2 for top walls of the environment and 1 for the gameplay floor with enemies. W...
by master
Wed Aug 15, 2007 7:19 am
Forum: C / PASCAL etc.
Topic: Looking for Sound/Graphics C/C++ libraries
Replies: 55
Views: 17987

A lot of people will say that "Enchanted Land" has the best graphics. Well, not really. The coding is very good, and there are a lot of colours onscreen, but the artwork is crappy and the sprites are pretty small. "Ghost Battle" is the exact opposite. Amazing artwork, but techni...
by master
Tue Aug 14, 2007 7:33 pm
Forum: C / PASCAL etc.
Topic: Looking for Sound/Graphics C/C++ libraries
Replies: 55
Views: 17987

Your feeling is correct. I`m just judging the performance from the games I`ve seen so far, and I haven`t seen anything spectacular yet, most games even don`t use the easy trick of using different palettes per each scanline. That was possible already on Atari 800, and i remember I did it myself too. ...
by master
Tue Aug 14, 2007 2:49 pm
Forum: C / PASCAL etc.
Topic: Looking for Sound/Graphics C/C++ libraries
Replies: 55
Views: 17987

Credits-listing is much cheaper than consulting services, so don`t worry :D The final list will be probably huge, starting with RG team providing their codebase, through people here, to me. I`m going to have lots of questions, since this platform is new to me. Google to the rescue ! But first, I nee...
by master
Tue Aug 14, 2007 10:17 am
Forum: C / PASCAL etc.
Topic: Looking for Sound/Graphics C/C++ libraries
Replies: 55
Views: 17987

A real C++ with exceptions, templates and STL on Atatri ST ?
That`s just fantastic !

It seems it`s a recent effort - the page mentions this year, so I probably couldn`t choose a better timing for creation of Atari ST games ;-)

Now I just need to install it all and get it into usable state.
by master
Mon Aug 13, 2007 7:13 pm
Forum: C / PASCAL etc.
Topic: Looking for Sound/Graphics C/C++ libraries
Replies: 55
Views: 17987

lp : Great resources ! Just what I was looking for to start somewhere without reinventing the wheel for 37th time. Thanks ! charles: Why on earth wouldn`t be people helpful here on these forums ? I mean, anyone who is into Atari, must be over 30 yrs. There aren`t any kids around this scene by now, e...
by master
Sat Aug 11, 2007 8:06 pm
Forum: C / PASCAL etc.
Topic: Looking for Sound/Graphics C/C++ libraries
Replies: 55
Views: 17987

Looking for Sound/Graphics C/C++ libraries

I`m coming from a PC environment where I`ve been creating games for last 7 years. During this period I`ve created/gathered/paid for lots of 2D/3D art assets and have created extensive code base in my own engine, including playable demos of at least 5 different genres. Obviously, that gameplay code c...

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