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Anima wrote:Eero Tamminen wrote:Joystick (directions) didn't work originally with that EmuTOS version (0.9.4). As I've seen similar issue also in other games (mainly STOS ones), I'm very curious what you changed in Chorensa to get joystick working with EmuTOS?
Actually I changed nothing except using the newest EmuTOS so now I am a little bit confused when you say that the joystick doesn't work originally!?![]()
shoggoth wrote:What does SuperVidel support mean? You render directly into the snoop-area? It runs completely fluid.
bear wrote:Tried it on my stock Falcon, absolutely stunning! Any plans for joypad support?
Eero Tamminen wrote:I'm pretty sure I tested this version with v0.9.4:
http://atari-forum.com/viewtopic.php?f= ... 50#p270895
And you mentioned later on that you did some changes to fix IKBD handling?
Anima wrote:I fixed a bug which affected the joystick handling but it wasn't the IKBD interrupt routine itself. So does the current test release work on your side as well using the latest Hatari version in combination with EmuTOS 0.9.4?
Anima wrote:shoggoth wrote:Works on the CT60+SuperVidel.
Socks flew off.
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Yes, Supervidel is supported. Can you please tell me if the initial text says that a Supervidel has been detected?
Dal wrote:Yes, it does:
Anima wrote:I have updated the lastest test archive with various demo replay files which I've found on the internet. The files are stored in the "ETC_DAT" subdirectory ("DEMO2.REP" - "DEMO7.REP") and can be used by renaming them to "DEMO.REP". As an obvious rule of thumb: the bigger the replay file is the better the player was playing the game and the more enemies will be displayed on screen.
Fun fact: your gameplay is being recorded as well and when you're good enough to get an entry in the high score table it will be saved as a new "DEMO.REP" on the disk and will be used for the demonstration mode later on.
evil wrote:A quick and badly filmed snap of this from a CT60/SV from this weekends Slaskhack in Falköping:
https://www.youtube.com/watch?v=gsbZXMmJynU
It seems that no matter what the game throws at it, it will say thanks and put it on screen without a sweat.
A quick and badly filmed snap of this from a CT60/SV from this weekends Slaskhack in Falköping:
https://www.youtube.com/watch?v=gsbZXMmJynU
It seems that no matter what the game throws at it, it will say thanks and put it on screen without a sweat.
DSP internal sprite masking.
Alas, doing bit manipulations like shifting with the DSP is quite challenging but after such a long time it's really fun again to work with the DSP.
Still some things to do but I still hope that this helps to finally have a playable version of ChoRenSha 68k on the stock Falcon030.
Edit: direct YouTube link: https://www.youtube.com/watch?v=fHs1WZlbkh4
EvilFranky wrote:Not sure why but you're link isn't working mate. Or it could just be that I'm hammered.
Anima wrote:EvilFranky wrote:Not sure why but you're link isn't working mate. Or it could just be that I'm hammered.
Probably it may take a while for the video to be visible for everyone!?
Scarlettkitten wrote:Fantastic, having this running well on a stock 030 will be amazing
dml wrote:Looks great!
Will be interesting to see how it compares with the earlier version. I suppose the host port is always a problem for small stuff like bullets but a major win for the big sprites with RLE & occlusion.
dml wrote:BTW - I guess you know it, but transferring bytes over HOST is cheaper than words, and with a 256-wide screen its probably helpful for the RLE commands etc.... I suppose it depends on what you actually need to do with it though.
ChoRenSha 68k second DSP sprite test
Direct YouTube link: http://youtu.be/iDfhkuvkAzg
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