Search found 3440 matches

by dml
Mon Aug 21, 2017 8:08 am
Forum: 680x0
Topic: Bad Mood : Falcon030 'Doom'
Replies: 2291
Views: 185082

Re: Bad Mood : Falcon030 'Doom'

To get software music replay set this variable: midi_replay_mode 1 For hardware MIDI, change it to '2' midi_replay_mode 2 There are also a couple of extra settings affecting HW MIDI only. These don't affect software replay at all. midi_device_type 2 midi_channel 1 And some settings for volume and st...
by dml
Sun Aug 20, 2017 8:57 pm
Forum: 680x0
Topic: Bad Mood : Falcon030 'Doom'
Replies: 2291
Views: 185082

Re: Bad Mood : Falcon030 'Doom'

Hi, Glad you got it working. Does the freezing occur in 16mhz mode or only with the PowerUP enabled? If you want to use CPU acceleration you should use one of the alternate builds (see the readme) - in the standard build the code is very optimised for 16mhz and DSP will get out of sync if the CPU is...
by dml
Sat Aug 19, 2017 6:01 pm
Forum: 680x0
Topic: Bad Mood : Falcon030 'Doom'
Replies: 2291
Views: 185082

Re: Bad Mood : Falcon030 'Doom'

I just tried it (albeit with Hatari) and it seems to work as expected, at least as far as recognizing the BMC cache. Unzipped both archives into the same dir, copied DOOMU.WAD in there, pointed Hatari at it, reboot to a clean desktop, launch bm030.ttp and wait. It reports a WAD hash and launches int...
by dml
Sat Aug 19, 2017 4:31 pm
Forum: 680x0
Topic: Bad Mood : Falcon030 'Doom'
Replies: 2291
Views: 185082

Re: Bad Mood : Falcon030 'Doom'

Hi, The checksum error could well be a problem. I'd look into that first. There are a few potential causes for CRC fails - most of which I've seen in one form or another when transferring files to the Falcon. 1) Incompatibility between PC and Atari archivers - i.e. the archive itself is ok but progr...
by dml
Sat Aug 19, 2017 11:10 am
Forum: 680x0
Topic: Bad Mood : Falcon030 'Doom'
Replies: 2291
Views: 185082

Re: Bad Mood : Falcon030 'Doom'

...also make sure the WAD file is specifically Ultimate Doom 1.9 with filesize 12,408,292 bytes exactly. There are other versions which probably won't load (even with the overlaid BMC dir). The file must be renamed to DOOMU.WAD to work - the name affects Doom's game version detection logic (!!). If ...
by dml
Sat Aug 19, 2017 8:55 am
Forum: 680x0
Topic: Bad Mood : Falcon030 'Doom'
Replies: 2291
Views: 185082

Re: Bad Mood : Falcon030 'Doom'

Hi, Are you using the latest files from my site here? http://www.leonik.net/dml/sec_bm.py Direct links: http://www.leonik.net/dml/files/BadMooD/BM037.ZIP (binary) http://www.leonik.net/dml/files/BadMooD/BMC037.ZIP (prebuilt cache dir) If not, I'd recommend using this one. If you are using this one, ...
by dml
Wed Jul 26, 2017 5:05 pm
Forum: Coding
Topic: 8-way scrolling system for prototyping games on STE
Replies: 531
Views: 78548

Re: 8-way scrolling system for prototyping games on STE

Ooh, what is the colour count in the isometric tile game with the girls walking around? Looks amazing. If only this was available as STOS extension - I'd be tempted to whip up a game :D I don't remember exactly now - quite a few. I can get stats from the convertor and will add the info at some poin...
by dml
Wed Jul 26, 2017 5:02 pm
Forum: Coding
Topic: 8-way scrolling system for prototyping games on STE
Replies: 531
Views: 78548

Re: 8-way scrolling system for prototyping games on STE

:cheers: everyone...

There are more demos/examples but some are unfinished and I don't have enough time to work on them right now. The others will be added a bit later.
by dml
Sun Jul 23, 2017 8:33 pm
Forum: Coding
Topic: 8-way scrolling system for prototyping games on STE
Replies: 531
Views: 78548

Re: 8-way scrolling system for prototyping games on STE

For anyone not getting notifications on the new thread, but still followed this project on the old thread: Have created a playlist for some of the AGT demos on YT: https://www.youtube.com/watch?v=8WXdelstk1k&list=PLNs6Jw4V4vltnbESFNh0cYrGzrdrZJxgM However its just the demos - not the tutorials. ...
by dml
Sun Jul 23, 2017 8:32 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 82
Views: 8861

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

Have created a playlist for some of the AGT demos on YT: https://www.youtube.com/watch?v=8WXdelstk1k&list=PLNs6Jw4V4vltnbESFNh0cYrGzrdrZJxgM However its just the demos - not the tutorials. A description has been added with each one. YT doesn't encode some of them very well due to the interlacing...
by dml
Mon Jul 17, 2017 4:29 pm
Forum: C / PASCAL etc.
Topic: gcc 7.1 for the ST series
Replies: 25
Views: 1783

Re: gcc 7.1 for the ST series

Statically linked binaries for 64 and 32bit to be placed into /opt would be ok for me. As long as it does not want obscure dynamically linked libraries, I personally will not need fully fledged packaging although it is nice to have. Maybe you can team up with Vincent Riviere? Re: obscure libs - we ...
by dml
Tue Jun 27, 2017 9:06 pm
Forum: 680x0
Topic: Quake 2 on Falcon030
Replies: 1194
Views: 196697

Re: Quake 2 on Falcon030

Hi, (still not getting notifications from this thread!) I often have a look into your YouTube videos to see the progress on your project, but new videos are very rare, unfortunately. :( The slowdown happened because I spent most of the free time I had recently working on the STE game-making engine (...
by dml
Sat Jun 24, 2017 7:28 pm
Forum: Professionals
Topic: TT and NemBench
Replies: 40
Views: 5220

Re: TT and NemBench

Other weird results on TT can be related to burst mode, which pulls data from TT-RAM in lines of 16 bytes at a time. IIRC it only works for reads since it is not a copyback cache. It probably only works in TT-RAM too as ST-RAM won't provide the signals for it (certainly doesn't on Falcon). So FastRA...
by dml
Sat Jun 24, 2017 7:16 pm
Forum: Professionals
Topic: TT and NemBench
Replies: 40
Views: 5220

Re: TT and NemBench

Hi Reads on 68030 are blocking operations - the CPU always stops until the read completes. A cache read 'hit' is the only shortcut here. Writing can be faster than reading because writes are *not* blocking operations. They first go into a write buffer and are pushed out to RAM at the next opportunit...
by dml
Wed Jun 14, 2017 1:04 pm
Forum: 680x0
Topic: Bad Mood : Falcon030 'Doom'
Replies: 2291
Views: 185082

Re: Bad Mood : Falcon030 'Doom'

I have started moving stuff back onto my own site. New builds of BadMooD can be found here (v0.37): http://leonik.net/dml (Atari menu at top of page -> BadMooD section) This should resolve some issues with the last version, including the cases where it got stuck building the BMC cache dir. There may...
by dml
Sat Jun 10, 2017 9:40 pm
Forum: 680x0
Topic: Bad Mood : Falcon030 'Doom'
Replies: 2291
Views: 185082

Re: Bad Mood : Falcon030 'Doom'

Hi, For Q2 you can try this link, which is an older test version with some random settings. Probably configured for low memory footprint so expect texture pops. Can't remember if its built with mono or colour lightmaps. https://www.dropbox.com/s/oy3mfn7hgi59w2c/qtestpublic4.zip?dl=0 ...type one of t...
by dml
Sat Jun 10, 2017 5:48 pm
Forum: 680x0
Topic: Bad Mood : Falcon030 'Doom'
Replies: 2291
Views: 185082

Re: Bad Mood : Falcon030 'Doom'

I still haven't move the stuff to my site but you can try these temporary links (if dropbox doesn't blow up) For the main install: https://www.dropbox.com/s/ttm3qz6ulonilhp/BMBETA36a.zip?dl=0 For the pre-built BMC cache dir (unzip this into the main BADMOOD folder, as a sort of 'patch'): https://www...
by dml
Fri Jun 09, 2017 4:14 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 215
Views: 25144

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

For what it's worth, I use 2 buffers (well, one 'tall' buffer) with the same data written to both simultaneously, at different positions. The display address can then 'hop' to the other buffer on a vertical wrap, and the image is already good. I termed this 'loopback scroll' in AGT. This is the chea...
by dml
Thu Jun 01, 2017 3:23 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 82
Views: 8861

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

Recently added more wiki pages on spawning & removing entities from the world.

https://bitbucket.org/d_m_l/agtools/wik ... y%20System

More to follow on entity usage soon.
by dml
Wed May 31, 2017 10:44 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 82
Views: 8861

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

I'd like to propose one more tutorial / example: a simple non-interactive demo with scrolling background and text sine-scroller(s) on top + background music. The demo could be named "AGT intro", and text would be one of the AGT docs. :-) :-) that could be arranged. In fact proper text sup...
by dml
Wed May 31, 2017 10:37 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 82
Views: 8861

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

Thanks for the comments - much appreciated. Wrote a longer reply but fell into the 'logged out' trap and lost it. Bah! Anyway the short version is: I made a new STE sample today, which illustrates collision detection. You can d/l it here: https://www.dropbox.com/s/bda6ntl2ge1yaav/tutor6-collision.zi...
by dml
Wed May 31, 2017 11:14 am
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 82
Views: 8861

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

:cheers:

More examples/tutorials will be on the way soon...
by dml
Tue May 30, 2017 2:05 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 82
Views: 8861

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

Here's a summary of the (more significant) changes since the initial 'release'. Some are mentioned at the start of the thread but were new or just being completed at that time. The rest are new. - entity tracking support, for missiles, chasing/revenge behaviours etc. - entity lifespan/revision track...
by dml
Fri May 26, 2017 4:08 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 82
Views: 8861

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

I have added a number of useful new features recently but haven't posted much here. The WIki has however been updated with the most important changes.

A lot of it relates to debugging, diagnostics, logging etc. However some relate to game & AI features too. If I get time soon I'll post a summary.

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