Search found 655 matches

by Anima
Tue Dec 12, 2017 5:35 am
Forum: Demos - General
Topic: Bad Apple by Fenarinarsa (Atari STe demo) !!!!!
Replies: 22
Views: 647

Re: Bad Apple by Fenarinarsa (Atari STe demo) !!!!!

Thanks fenarinarsa for the explanation. After that, I did optimize the "codec" by using the blitter. I could have released it without using the blitter (it still can be disabled in my generator) but I *never* succeeded in using that bloody blitter in the 90s and I wanted my payback. In fac...
by Anima
Wed Nov 22, 2017 4:15 pm
Forum: Games - General
Topic: Klax - STE DMA sound patch
Replies: 19
Views: 1053

Re: Klax - STE DMA sound patch

Thanks for the (ST)Enhancement. ;)
by Anima
Fri Nov 10, 2017 10:56 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 341
Views: 45126

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

Short update: the graphics line glitch has been eleminated. :D
by Anima
Fri Nov 10, 2017 10:08 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 341
Views: 45126

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

In fact, the main problem of the CPS system, it's the huge amount of ram needed for the games, otherwise, it's perfectly fine. I think I have a good solution for the memory problem thanks to the HD file detection routines by Peter (AtariZoll). This solution is actually the reason why I mentioned th...
by Anima
Fri Nov 10, 2017 8:19 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 341
Views: 45126

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

So getting closer to complete gameplay. Nice work! Well, actually the gameplay is complete; Yet the emulation of the CPS1 custom chips isn't. ;) What are those glitchy horizontal lines that appear every now and again, will they be cleaned from the final release? It's due to the Blitter sprite routi...
by Anima
Fri Oct 27, 2017 1:16 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 341
Views: 45126

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

Would it be fair to say 2MB was not available to most STe owners in the 90s? I mean it was possible, but most people did not have it. Sure, most users even haven't had a HD only for playing purposes. So, in fact, it's not the common system requirement for this project but it shows that it's still p...
by Anima
Thu Oct 26, 2017 11:22 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 341
Views: 45126

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

If not, ehat would be greater obstacle back in 90s compare today? I think it was my lesser system knowledge and mainly the lack of emulators like MAME/Hatari. Also, today it is way easier to develop on modern machines especially considering that the CPU performance and amount of memory isn't an iss...
by Anima
Wed Oct 25, 2017 9:20 am
Forum: Gallery
Topic: My home office (Atari Falcon & PC)
Replies: 17
Views: 4899

Re: My home office (Atari Falcon & PC)

Yes, we know you use vasm assembler, but, How about sound, music, graphics...? I'm studying to port MSX games to STe, and I encountered problems to play Arkos Tracker music & effects. I can to convert .ask files to .ym format with the Arkos Tracker Windows program, and with STYMulator can repla...
by Anima
Tue Oct 24, 2017 1:34 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 341
Views: 45126

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

CiH wrote:It looks like you made a stock STE swallow a whale of a game, and you got away with it!

:lol:
by Anima
Tue Oct 24, 2017 11:11 am
Forum: Gallery
Topic: My home office (Atari Falcon & PC)
Replies: 17
Views: 4899

Re: My home office (Atari Falcon & PC)

jfl wrote:What's with the white thing above the right monitor though?
That's the outlook for our cats. :)
by Anima
Tue Oct 24, 2017 8:14 am
Forum: Professionals
Topic: Reserving a contiguous block on an ACSI or IDE device.
Replies: 7
Views: 460

Re: Reserving a contiguous block on an ACSI or IDE device.

AtariZoll wrote:I sent you code in PM. That's for getting file location. Part of it is how to get partition loc. on drive, using PUN. That should work with any decent driver SW. There are other ways, but that will be for sure more complicated.
Thanks for the code. Looks promising so far. :cheers:
by Anima
Tue Oct 24, 2017 5:12 am
Forum: Gallery
Topic: My home office (Atari Falcon & PC)
Replies: 17
Views: 4899

Re: My home office (Atari Falcon & PC)

explorer wrote:Anima, I am interested about the software you uses. The toolchain to program for the STE, for example.

Actually I am using vasm as the only assembler since it can be used on different OS. Development is being done on a modern system with additional Javascript coding and shell scripts.
by Anima
Mon Oct 23, 2017 8:35 pm
Forum: Professionals
Topic: Reserving a contiguous block on an ACSI or IDE device.
Replies: 7
Views: 460

Re: Reserving a contiguous block on an ACSI or IDE device.

Now, idea of reserving whole partition is not bad too - depending of needed sizes. I had in some earlier partitioner SW option for creating such, special RAW partitions. Absolute loc. of some partition on media can find with help of PUN too. That is part of code for finding loc. of specific file, w...
by Anima
Mon Oct 23, 2017 7:34 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 341
Views: 45126

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

Frank B wrote:8mhz + kick ass ST Blitter :)

:cheers:
by Anima
Mon Oct 23, 2017 4:50 pm
Forum: Professionals
Topic: Reserving a contiguous block on an ACSI or IDE device.
Replies: 7
Views: 460

Re: Reserving a contiguous block on an ACSI or IDE device.

AdamK wrote:There is no 'OS' way to do that.

Ok, so I think the best way is to reserve a whole partition then. However, it's not that easy to detect them properly when you have to cope with different HD driver signatures.
by Anima
Mon Oct 23, 2017 1:58 pm
Forum: Professionals
Topic: Reserving a contiguous block on an ACSI or IDE device.
Replies: 7
Views: 460

Reserving a contiguous block on an ACSI or IDE device.

I would like to have a contiguous block of a certain size reserved on the hard disk from which I can read using the ACSI DMA or IDE registers. The "best" way so far, all I can think of, is to defragment the HD first, then create a file of the given size and obtain somehow the CHS info from...
by Anima
Mon Oct 23, 2017 1:10 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 341
Views: 45126

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

:cheers:
MM41 wrote:Always 8Mhz playing?

Yes.

The main target is actually an Atari STE running at 8 MHz with 2 MB RAM.
by Anima
Mon Oct 23, 2017 11:32 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 341
Views: 45126

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

WIP update: just a video of running through stage 2.


https://youtu.be/HSmUEYImmKk

by Anima
Sat Oct 21, 2017 4:39 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 341
Views: 45126

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

Test1 kinda works in about 1 in 10 times on a boosted 50MHz 030 STE, CPU caches off. There are some glitches, could that be blitter issues? The 030 board is still in development so it could be an issue on hardware side as well. https://www.youtube.com/watch?v=kqaSq5BWu60 Wow, interesting results. T...
by Anima
Sat Oct 21, 2017 12:48 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 341
Views: 45126

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

tresas wrote:Hi, I have some graphics errors, ( the castle at the start is split in half) and joystick not working....
(Cold - clear booted - standard 1040 STE, 4Mb, UK TOS 1.62, ppera's HD driver.

Thanks for the report. Please note that only JagPad/PowerPad controllers are supported in this version.
by Anima
Fri Oct 20, 2017 2:21 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 341
Views: 45126

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

Sturm wrote:Would this mean you could convert other CPS games using the same method ? Street Fighter II for example ?

The progress of "porting" Daimakaimura to the Atari STE can be considered a proof of concept for this experiment and so I would say the simple answer is: yes.
by Anima
Fri Oct 20, 2017 1:43 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 341
Views: 45126

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

Update: I just checked the new binaries on the Atari Falcon 030 and it works! Unfortunately the sprite routines are not compatible even when testing it on Hatari was promising. So there will be no new public test version with corrupted sprites on screen. That's quite sad but the Falcon needs a diffe...
by Anima
Fri Oct 20, 2017 12:36 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 341
Views: 45126

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

1:1 arcade version on Atari hardware? Well... I think: yes. Gameplay wise for sure. Graphics wise it will be a very good or close version. It's time for everyone to bring out their joysticks again!? :-) Almost. But you can start cleaning up your JagPad/PowerPad controllers. :lol: Just tried it on S...
by Anima
Fri Oct 20, 2017 4:35 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 341
Views: 45126

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

Silly me: the reason why it doesn't work on the Atari Falcon isn't due to the exception stack frame routines (in fact it was only a guess).

Image

This was an easy fix and... well, you know what that means!? ;)

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