Search found 69 matches

by chicane
Sun Nov 05, 2017 11:09 am
Forum: 680x0
Topic: blitter question
Replies: 19
Views: 3594

Re: blitter question Solved

ok here is an other question. people say that it does not pay to use the blitter to clear a screen, that it is nearly as fast to use the cpu. but if you get a gain, maybe a little one, would it not still be a benefit? I've not performed any tests to validate this, but I suspect the fastest clear sc...
by chicane
Wed Oct 18, 2017 9:23 pm
Forum: 680x0
Topic: blitter question
Replies: 19
Views: 3594

Re: blitter question Solved

no it did not work properly before you help me :D but you are writing that you past all the mountains bitplanes in one go, I have not managed that, when i did that it look like it scroll bitplane 1 into bitplane 2 and bitplane 2 into bitplane 3 ect. so i have to make the blitter first copy bitplane...
by chicane
Mon Oct 16, 2017 7:06 pm
Forum: 680x0
Topic: blitter question
Replies: 19
Views: 3594

Re: blitter question

and it look right many thx for you help :) Great! But it sounds like you may have got it working before I mentioned FXSR - did you actually need to use FXSR in the end to get the desired effect? it is my first blitter code, and i always thought that the blitter was more complicated, but it was actu...
by chicane
Sun Oct 15, 2017 8:01 pm
Forum: 680x0
Topic: blitter question
Replies: 19
Views: 3594

Re: blitter question

I must admit that I'm too lazy to trace through your code to work out if this is the case, but have you enabled the FXSR bit (bit 7 of $FFFF8A3D)? It looks like the blitter might be writing the first 16 pixels of the mountain without first being initialised with some source content. I think when you...
by chicane
Mon Sep 25, 2017 5:21 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 205
Views: 45643

Re: New ST project - Pole Position arcade conversion

Again, maybe it's my gaming but I it did feel like there was something different in the control-ability of the car between qualifying and race. The car feels more controllable in quali, race mode feels seems to see-saw between sluggish and too responsive. But maybe I just need more practise... I do...
by chicane
Sun Sep 24, 2017 7:32 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 205
Views: 45643

Re: New ST project - Pole Position arcade conversion

Wow! Amazing improvement. This is superb version. Many thanks Thanks! Also is there a reason why the gameplay structure doesn't follow the qualify then race format of the arcade? This version starts with the 'prepare to qualify' speech but takes you straight to the race as there are other cars on t...
by chicane
Sat Sep 23, 2017 10:08 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 205
Views: 45643

Re: New ST project - Pole Position arcade conversion

Hi everyone, OP here. I've finally managed to carve out some more time to work on the remaining issues and get the game into a state that I think might be considered for a 'final' release. Lots of small annoyances have been resolved (full list is below) and there's a significant frame rate boost fro...
by chicane
Wed Sep 20, 2017 8:34 pm
Forum: C / PASCAL etc.
Topic: gcc 7.1 for the ST series
Replies: 58
Views: 4790

Re: gcc 7.1 for the ST series

I also feel compelled to add my support for ggn's work here. I can't say I understand the details of how/why it works and whether or not this is a good thing. What I do know is that having downloaded and built the toolchain, I'm now able to produce binaries for Pole Position that show marked perform...
by chicane
Mon Sep 18, 2017 1:00 pm
Forum: C / PASCAL etc.
Topic: GCC 7.1 - entering supervisor mode
Replies: 4
Views: 398

Re: GCC 7.1 - entering supervisor mode

Many thanks Doug for the usual comprehensive and swift reply! I've switched to using Supexec as suggested and that seems to do the trick. I'm really impressed with the performance improvements in this version - the -flto support in particular makes a big difference to runtime performance! Thanks to ...
by chicane
Mon Sep 18, 2017 10:18 am
Forum: C / PASCAL etc.
Topic: GCC 7.1 - entering supervisor mode
Replies: 4
Views: 398

GCC 7.1 - entering supervisor mode

I'm currently in the process of adapting the ST Pole Position code so that it works with GCC 7.1. I've now managed to get it to compile, but upon running it, the executable bombed out with what I think are 8 bombs - I can't see them for long enough to count them! 8 bombs appears to translate to a pr...
by chicane
Sun Sep 17, 2017 1:50 pm
Forum: C / PASCAL etc.
Topic: gcc 7.1 for the ST series
Replies: 58
Views: 4790

Re: gcc 7.1 for the ST series

I'm just looking into the idea of compiling my current project (Atari ST Pole Position) using GCC 7.1, mainly with the hope of squeezing out a bit more performance. I've managed to compile the toolchain under Ubuntu, but I'm having problems compiling the assembly language (*.s) files that form part ...
by chicane
Sat Jan 28, 2017 2:20 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 205
Views: 45643

Re: New ST project - Pole Position arcade conversion

vebxenon wrote:Thanks for your great work :cheers:

PS: That's the last version? http://www.atarimania.com/game-atari-st ... 30787.html


Thanks! The version you've linked to there is indeed the most recent version.
by chicane
Sat Jan 21, 2017 10:29 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 205
Views: 45643

Re: New ST project - Pole Position arcade conversion

Any news? :) Nothing right now sorry - real life keeps getting in the way! Having said this, I think the version in the most recently released disk image is more or less feature complete - there are just some minor code optimisations I plan to put in place to improve the frame rate before I conside...
by chicane
Fri Oct 21, 2016 7:25 am
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 205
Views: 45643

Re: New ST project - Pole Position arcade conversion

tjlazer wrote:Any idea if the game is truely for the STE hardware or just uses the Blitter?


It makes use of the DMA sample playback capability of the STE so it's most definitely STE only. Sorry!
by chicane
Wed Oct 19, 2016 9:43 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 205
Views: 45643

Re: New ST project - Pole Position arcade conversion

Any chance you can add some animation movement to the wheels like the arcade version? Probably not for this release - it's a surprising amount of work! Maybe once I've got the initial release of Pole Position out of the way, I'll be motivated to do a second release that converts all of the remainin...
by chicane
Tue Oct 18, 2016 2:19 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 205
Views: 45643

Re: New ST project - Pole Position arcade conversion

Thanks everybody for your feedback! I wonder what playing device is used on the video? It looks more like an analog steering to me as the car keeps it's direction very steadily without skidding. Maybe my USB Comp Pro is just too sensitive for STeem, but i never managed to get it playing so smooth wi...
by chicane
Sun Oct 16, 2016 1:28 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 205
Views: 45643

Re: New ST project - Pole Position arcade conversion

For those of you without the capability or will to run the disk image, I've uploaded a new gameplay video to Youtube showing the latest build:

by chicane
Sat Oct 15, 2016 10:02 am
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 205
Views: 45643

Re: New ST project - Pole Position arcade conversion

I'm missing the sky gradient. Do you think it can come back later (without flickering), or is it gone for good? I also miss the sky gradient. I think I've stumbled upon a way to get the sky gradient back in without reintroducing the severe flicker: gradients.png Hopefully it works on real hardware ...
by chicane
Sun Oct 02, 2016 1:57 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 205
Views: 45643

Re: New ST project - Pole Position arcade conversion

Here's an updated disk image for you folks to play with: polepos_ste_1meg_oct_preview.st.zip You should be able to see the following new things in this version: ⋅  Sampled sound effects ripped from the arcade game; ⋅  Sound effect for overtaking/being overtaken by opponent cars; ...
by chicane
Mon Sep 26, 2016 8:36 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 205
Views: 45643

Re: New ST project - Pole Position arcade conversion

Thanks everybody for your kind words and feedback. I've managed to spend a bit of time working on this in the last week or two, with the following features/changes made in this time: ⋅ Many of the sampled sound effects have been ripped from the arcade game and are being played back by the ...
by chicane
Mon Sep 05, 2016 8:31 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 205
Views: 45643

Re: New ST project - Pole Position arcade conversion

Thanks everybody for the encouraging and kind feedback :D If this ever gets further development i think mouse option for playing could be a great addition. Great idea - I think it might be achievable without too much effort. Why not releasing the source code so people can actually continue where you...
by chicane
Sun Sep 04, 2016 2:47 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 205
Views: 45643

Re: New ST project - Pole Position arcade conversion

Hi everyone, OP and author of ST Pole Position here. I can only apologise to the fans of this project that have been waiting for news for the last 18 months. Especially Steve/applecrypt! :oops: I've spent much of this time trying to carve out some spare time to work on this project, with very little...
by chicane
Sat Apr 11, 2015 8:37 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 205
Views: 45643

Re: New ST project - Pole Position arcade conversion

Sorry for the lack of communication and updates regarding this project. Things have been going a little slower than I'd hoped due to the usual work/family commitments. My recent work has been mainly focussed around optimisation - I simply wasn't happy with the frame rate at which the game was runnin...
by chicane
Sat Oct 11, 2014 10:40 am
Forum: 680x0
Topic: Drawing masked sprite using Blitter and single bitplane mask
Replies: 16
Views: 4091

Re: Drawing masked sprite using Blitter and single bitplane

I use following code for my 64x64 pixel 4bitplanes sprites. I initialize blitter only once and in case of need just re-init it. Bitmap and mask aren't preshifted. In order to save some cycles I use HOG mode, NFSR bit, non-interlave bitplanes for sprite/mask organisation and 4bitplane mask. Using a ...
by chicane
Tue Oct 07, 2014 9:26 pm
Forum: 680x0
Topic: Drawing masked sprite using Blitter and single bitplane mask
Replies: 16
Views: 4091

Re: Drawing masked sprite using Blitter and single bitplane

Thanks so much to you both for spending time looking into this - I really appreciate it! The following code can be taken to replace yours (I hope it's correct). :D ... This worked correctly first time - nice work! Looking at the code, it appears that it uses the single bitplane mask data to performs...

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