Search found 508 matches

by bod/STAX
Tue Apr 15, 2014 12:56 pm
Forum: Games - General
Topic: Favorite PD/SW Distributor from the past
Replies: 6
Views: 2158

Re: Favorite PD/SW Distributor from the past

The bulk of mine came from Goodman's PDL and MPH
by bod/STAX
Fri Apr 11, 2014 6:01 pm
Forum: Games - General
Topic: Giana Sisters STE - New Game!
Replies: 340
Views: 99896

Re: Giana Sisters STE - New Game!

Just want to thank Zamuel_a for this idea to get stable rasters with the blitter. It's fixed a problem I've had for a long time now. I've spent a couple of hours implimenting it into R-Type this afternoo and now I have a stable colour split for the status display thus I just point the video counter ...
by bod/STAX
Wed Apr 09, 2014 7:29 pm
Forum: Games - General
Topic: ST Games not possible to finish regularly
Replies: 6
Views: 1992

Re: ST Games not possible to finish regularly

Soko Ban in Syntax Terror is an accurate conversion and I believe there is a level that cannot be finished.
by bod/STAX
Sat Apr 05, 2014 10:04 am
Forum: Games - General
Topic: Giana Sisters STE - New Game!
Replies: 340
Views: 99896

Re: Giana Sisters STE - New Game!

The way I check for the floppy motor to stop in R-Type is this: moveq #0,d0 .l1 move.w $fffff8604.w,d0 btst #7,d0 bne.s .l1 move.l #$e0e0707,$fffff8800.w ; turn off drive light That simple way may cause problems on Mega STE - there are some + lines of PSG port used. So, better is to deselect only d...
by bod/STAX
Sat Apr 05, 2014 7:12 am
Forum: Games - General
Topic: Giana Sisters STE - New Game!
Replies: 340
Views: 99896

Re: Giana Sisters STE - New Game!

The way I check for the floppy motor to stop in R-Type is this:

Code: Select all

        moveq #0,d0
.l1     move.w $fffff8604.w,d0
        btst #7,d0
        bne.s .l1
        move.l #$e0e0707,$fffff8800.w ; turn off drive light
by bod/STAX
Fri Apr 04, 2014 5:20 pm
Forum: 680x0
Topic: Source code on how to read Jaguar Game Pad on STE
Replies: 2
Views: 2556

Re: Source code on how to read Jaguar Game Pad on STE

Nice one! These routines are going to come in handy for all those who wanted jagpad support in R-Type. EDIT: I've never owned a Jaguar and thus never used a jagpad but I've just looked on e-bay and it seems there are two types of controller - standard and rotary (for tempest 2000) how do things stan...
by bod/STAX
Fri Apr 04, 2014 7:01 am
Forum: Games - General
Topic: Giana Sisters STE - New Game!
Replies: 340
Views: 99896

Re: Giana Sisters STE - New Game!

This is brilliant!!! :D

Excellent work!!!
by bod/STAX
Fri Apr 04, 2014 6:53 am
Forum: 680x0
Topic: Splitscreen and blitter problems
Replies: 15
Views: 5537

Re: Splitscreen and blitter problems

I think I'll give this a try later on today...
by bod/STAX
Thu Apr 03, 2014 6:01 pm
Forum: 680x0
Topic: Splitscreen and blitter problems
Replies: 15
Views: 5537

Re: Splitscreen and blitter problems

Oh how this problem brings back memories. This is what I encountered when trying to make the status display look the same in my version of R-Type as the arcade version. Changing the video pointer to the status gfx after the playfield and knocking out the bottom border. I tried all sorts to try and g...
by bod/STAX
Thu Mar 27, 2014 1:05 pm
Forum: 680x0
Topic: An interesting way to get more colours on an ST/E...
Replies: 94
Views: 22602

Re: An interesting way to get more colours on an ST/E...

I tested it and noticed that it always needed two images (to flicker between). I guess it's easy to adjust it to only handle one image mode aswell. It's pretty straight forward. If you rip out the depack code you can save the two images and palettes as raw data files (this is how I did the intro pi...
by bod/STAX
Thu Mar 27, 2014 11:53 am
Forum: 680x0
Topic: An interesting way to get more colours on an ST/E...
Replies: 94
Views: 22602

Re: An interesting way to get more colours on an ST/E...

Are you looking to display Photochrome PCS images? If so you can find the source-code for the 'PCS Display Module' here (in full 68000): http://www.atari-forum.com/viewtopic.php?f=16&t=13124&p=113851&hilit=photochrome+source#p113851 This code has the depack code and display routine inclu...
by bod/STAX
Sat Mar 22, 2014 5:59 pm
Forum: Games - General
Topic: R-Type Deluxe Development Restarted.
Replies: 70
Views: 24750

Re: R-Type Deluxe Development Restarted.

Only remark I have, apart from the aforementioned slow-down, is that maybe the sfx channel could be at a bit lower volume so the tune is heard through... It's especially noticeable at the beginning of the video where you're shooting like mad and music doesn't come through. This may be down to how t...
by bod/STAX
Fri Mar 21, 2014 10:34 pm
Forum: Games - General
Topic: R-Type Deluxe Development Restarted.
Replies: 70
Views: 24750

Re: R-Type Deluxe Development Restarted.

OK, After several hours (mostly swearing at my ST) I have now succeeded in getting the
game to boot from and return back to GEM perfectly so it should now be fully hard drive
compatible.

This should please quite a few people.
by bod/STAX
Fri Mar 21, 2014 12:02 pm
Forum: Games - General
Topic: R-Type Deluxe Development Restarted.
Replies: 70
Views: 24750

Re: R-Type Deluxe Development Restarted.

Thanks for the update! So what is the overall status? :) Well the game itself looks the same as the demo version I released at Christmas with the additional options menu feature. I have been working on under-the-hood stuff to get the games speed increased as this was the main complaint with the dem...
by bod/STAX
Fri Mar 21, 2014 9:50 am
Forum: Games - General
Topic: R-Type Deluxe Development Restarted.
Replies: 70
Views: 24750

Re: R-Type Deluxe Development Restarted.

A little bit of an update for you. It's now possible to save multiple hiscores (5 in total to a save file) via the options menu. The only problem I now have to sort out is that when using traps to load files and your swapping disks the traps don't re-read the FAT of the new disk and so it attemps to...
by bod/STAX
Wed Mar 19, 2014 2:44 pm
Forum: Demos - Requests
Topic: similar demo
Replies: 26
Views: 23000

Re: similar demo

ryo wrote:what is the best big sprite demo on st ?


The BBC screen in the Nostalgic-o-Demo.

That is a true big sprite rather than a block-graphic moved around.
by bod/STAX
Thu Mar 13, 2014 4:29 pm
Forum: Games - General
Topic: R-Type Deluxe Development Restarted.
Replies: 70
Views: 24750

Re: R-Type Deluxe Development Restarted.

Thanks. :D

I'm assuming you attempt to write the sector, read the status with the code I posted above and
then check bit 6 for write protection.
by bod/STAX
Thu Mar 13, 2014 1:24 pm
Forum: Games - General
Topic: R-Type Deluxe Development Restarted.
Replies: 70
Views: 24750

Re: R-Type Deluxe Development Restarted.

(Myself I'd do bootsector+DMA :P It's more fun) I totally agree. :D Just a quick question about DMA code. The DMA load and save code I have was given to me so I don't fully understand how they work all I know as they DO work. Whilst the loading code has disk error checking in it the save routines d...
by bod/STAX
Thu Mar 13, 2014 11:42 am
Forum: Games - General
Topic: R-Type Deluxe Development Restarted.
Replies: 70
Views: 24750

Re: R-Type Deluxe Development Restarted.

So I am going to have to play around with where things are located in RAM. The game is 2MB minimum so I do have quite a bit to play with. I don't have a harddisk to test things out so I just have to keep assembling it to floppy and double click on the .PRG and hope it works. All screen memory is set...
by bod/STAX
Thu Mar 13, 2014 10:17 am
Forum: Games - General
Topic: R-Type Deluxe Development Restarted.
Replies: 70
Views: 24750

Re: R-Type Deluxe Development Restarted.

I just thought I'd run through exactly what happens during loading as somebody may spot why an AUTO folder boot works fine but double clicking on the game from GEM doesn't work. 'RTYPE.PRG' is run from the AUTO folder. This little boot prog (about 1.5kb) checks that the machine the game is being run...
by bod/STAX
Wed Mar 12, 2014 7:33 pm
Forum: Games - General
Topic: R-Type Deluxe Development Restarted.
Replies: 70
Views: 24750

Re: R-Type Deluxe Development Restarted.

A bit of a further update for everyone. You can now set the number of lives from the now "options menu" (instead of "sound check") from 1 to 5. I have now decided to revert back to a file version of the game. I have decided to do this purely to keep things simple from my point of...
by bod/STAX
Sun Mar 09, 2014 8:59 pm
Forum: Games - General
Topic: R-Type Deluxe Development Restarted.
Replies: 70
Views: 24750

Re: R-Type Deluxe Development Restarted.

If it's just the sound test that is pushing it over two disks then maybe leave the sound test out of the game and make a separate .prg for people that want to have it? Well it will be going on to multiple disks anyway when I add the extra stages. I can get all the files onto one trackloader disk bu...
by bod/STAX
Sat Mar 08, 2014 5:55 pm
Forum: Games - General
Topic: R-Type Deluxe Development Restarted.
Replies: 70
Views: 24750

Re: R-Type Deluxe Development Restarted.

Zamuel_a wrote:Can't you pack the data and unpack it when needed so that it will fit on one disk? Or maybe you do that already.


Yep already do that. That's why you get and "exploding data" message after loading.
by bod/STAX
Fri Mar 07, 2014 10:34 pm
Forum: Games - General
Topic: R-Type Deluxe Development Restarted.
Replies: 70
Views: 24750

Re: R-Type Deluxe Development Restarted.

Yes I have seen the Amstrad remake and what a remake it is. I have to confess that I do look at it on occasions as it helps me keep up the motivation to work on this ST remake. A further update to the ST version: The game is now going to have to span multiple disks. This was always on the cards at s...
by bod/STAX
Wed Mar 05, 2014 6:51 pm
Forum: Games - General
Topic: R-Type Deluxe Development Restarted.
Replies: 70
Views: 24750

Re: R-Type Deluxe Development Restarted.

Well I've been optimising the blitter/software sprite routines. Basically doing any obvious graphical stuff before I get on with optimising all the "under the hood" stuff (I've thought of quite a few tricks that could speed these routines up) to keep the games speed up. Literally today I'v...

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