Search found 72 matches

by chicane
Sat Apr 11, 2015 8:37 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 210
Views: 65185

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: 5243

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: 5243

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...
by chicane
Tue Oct 07, 2014 5:49 pm
Forum: 680x0
Topic: Drawing masked sprite using Blitter and single bitplane mask
Replies: 16
Views: 5243

Drawing masked sprite using Blitter and single bitplane mask

ppss.png The routine I have to draw the "Game Over" sprite on ST Pole Position is currently rendered entirely by the CPU with no use made of the STE blitter. I'd like to change this so that I'm making use of the Blitter (where available) to render this, hopefully paving the way for a mode...
by chicane
Mon Sep 22, 2014 11:02 am
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 210
Views: 65185

Re: New ST project - Pole Position arcade conversion

I can't help with the music or sound fx themselves, but turning noise on voice A/B/C is easy. You need to modify reg7 of the YM2149, note that bits are inverted, so 0=ON and 1=OFF. Bits 0-2 are for tone A/B/C and bits 3-5 are for noise A/B/C. So, you can use something like this: move.b #7,$ff8800 m...
by chicane
Sat Sep 20, 2014 7:46 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 210
Views: 65185

Re: New ST project - Pole Position arcade conversion

Worked fine on Atari Mega STE and Falcon - both at 16 MHz, and with hard disk - so not starting from floppy. Thanks for testing! Were the colours correct on Falcon? I seem to remember when testing in Hatari Falcon mode that the raster bars didn't work, therefore ruining the appearance of half the s...
by chicane
Sun Aug 31, 2014 7:38 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 210
Views: 65185

Re: New ST project - Pole Position arcade conversion

Great job really impressed. This looks like it was released from Atari for the ST! Looks impressive! Runs nicely on the MIST board Thanks all! I think I hit a but though. Shortly after car had gone first round, the speed suddenly went to zero and the car disappeared. Other cars were still moving (p...
by chicane
Sat Aug 30, 2014 6:56 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 210
Views: 65185

Re: New ST project - Pole Position arcade conversion

Ah, I forgot that latest UPX, Atari version worked for me not too . I just use Windows executable - if nothing else, it is much faster :D I didn't realise that the Linux version could pack Atari TOS executables - that would have saved some fiddling around :D Anyway, here's a disk image containing t...
by chicane
Sat Aug 30, 2014 5:37 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 210
Views: 65185

Re: New ST project - Pole Position arcade conversion

Chicane, you attached same image from yesterday again. Likely because it is not easy to attach image with same name here - I had problems earlier. Maybe best would be to add version number in file name. I tried to pack it with UPX (latest version from 30.09.2013) and it works. Well packable - 84356...
by chicane
Sat Aug 30, 2014 3:41 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 210
Views: 65185

Re: New ST project - Pole Position arcade conversion

It starts to look really solid keep up the good work :) Thanks :D I just played arcade version and visually there are really close. Speed is also great, I only notice little bit slowdown on ST when there are many or big sprites! otherwise it is almost perfect clone of original! :) :) Thanks! That's...
by chicane
Fri Aug 29, 2014 9:05 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 210
Views: 65185

Re: New ST project - Pole Position arcade conversion

Great improvement! Any chance for a new demo to try out? Sure ... here you go. 1 Meg only for now ... it does some very odd things on a 520ST. I think you mentioned that you have access to a real ST so let me know if it works for you. (AtariZoll - Any observations you have on the odd way it runs on...
by chicane
Fri Aug 29, 2014 6:24 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 210
Views: 65185

Re: New ST project - Pole Position arcade conversion

Good framerate, really. I don't know is that because video recording (done with Hatari, I guess) but sometimes objects on track side move funny - little back in some frames. Visible for instance about sec. 35-37 from start - right side panels. Thanks - you don't know how satisfying it is to finally...
by chicane
Fri Aug 29, 2014 5:32 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 210
Views: 65185

Re: New ST project - Pole Position arcade conversion

I've just posted a new video on YouTube (https://www.youtube.com/watch?v=KLKrqcY88aU&feature=youtu.be) showing the latest build of ST Pole Position. This video should be of particular interest to those who liked the idea but thought that the frame rate wasn't up to scratch. I've been working on ...
by chicane
Sun Aug 24, 2014 5:33 pm
Forum: C / PASCAL etc.
Topic: Anecdotal comparison of GCC and VBCC on "typical" game code
Replies: 0
Views: 3230

Anecdotal comparison of GCC and VBCC on "typical" game code

I've spent a bit of time getting VBCC up and running and using it to compile my in-progress ST Pole Position conversion. To date, I've been using Vincent Rivière's m68k-atari-mint cross-tools as my compiler, but I wanted to make sure I wasn't missing out on anything by not using VBCC. I've started t...
by chicane
Sun Aug 24, 2014 4:36 pm
Forum: C / PASCAL etc.
Topic: Linker errors when using VBCC to produce ST executable
Replies: 2
Views: 3459

Re: Linker errors when using VBCC to produce ST executable

I've never had any problems like this. Thanks for taking the time to look into this! I took a closer look at my Makefile and realised that I was still linking in the startup.o file from libcmini - which in turn was looking for the non-existent symbols. My second rookie mistake of the day :oops: It ...
by chicane
Sun Aug 24, 2014 11:45 am
Forum: C / PASCAL etc.
Topic: Linker errors when using VBCC to produce ST executable
Replies: 2
Views: 3459

Linker errors when using VBCC to produce ST executable

Hi all, I'm in the process of trying to compile an existing C project in VBCC to get a feel for the optimization capabilities of VBCC relative to GCC. I've managed to get all the .c and .s files in my project to compile, but the process fails at the linker stage. It appears that the startup code (st...
by chicane
Sun Aug 24, 2014 7:35 am
Forum: 680x0
Topic: VBCC assembler complaining about valid (I think) instruction
Replies: 4
Views: 2814

Re: VBCC assembler complaining about valid (I think) instruc

Argh - total rookie mistake on my part! Sure enough, I took a fresh look at things this morning after reading all your replies and #0xffc0 was the only hex value specified in a 220 line file - which caused me to look in the completely wrong place for the cause of the error! :oops: Sure enough, chang...
by chicane
Sat Aug 23, 2014 9:31 pm
Forum: 680x0
Topic: VBCC assembler complaining about valid (I think) instruction
Replies: 4
Views: 2814

VBCC assembler complaining about valid (I think) instruction

I've recently become aware of the existence of the VBCC compiler toolchain, and am in the process of trying to use it to compile some code that has so far been compiled with m68k-atari-mint-gcc. The first assembly file I've tried to compile with VBCC has resulted in an surprising and unexpected erro...
by chicane
Wed Aug 20, 2014 2:31 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 210
Views: 65185

Re: New ST project - Pole Position arcade conversion

Tried this on my STe yesterday. It gave three bombs when the gamescreen appeared. It's a 4meg Tos 1.62. I was running it from cosmosex and usb-stick. Also tried from msa-image but no luck :( Thanks for your feedback Marakatti. Did you run the executable that I originally posted, or the patched exec...
by chicane
Mon Aug 11, 2014 9:18 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 210
Views: 65185

Re: New ST project - Pole Position arcade conversion

Oops ... beginnner mistake. I was trying to comment out lines with ';' whereas this compiler requires them to be commented out with '|' !
All working fine now.
by chicane
Mon Aug 11, 2014 9:11 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 210
Views: 65185

Re: New ST project - Pole Position arcade conversion

Movem requires that data registers be listed first. So: movem.l d1/a0-a1,-(sp) ... movem.l (sp)+,d1/a0-a1 Order is actually false in second case, but it is done so, to make it easier for coders. Hmm ... still not having any joy with this. Just corrupted screen followed by bombs. I have a feeling I'...
by chicane
Mon Aug 11, 2014 8:17 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 210
Views: 65185

Re: New ST project - Pole Position arcade conversion

Considering fixing Timer-B rutine: just use something like lea label(pc),a1 ; cmp.l #address,(a1) instead 1 line code . Then compiler will not generate invalid code for sure. I've now thankfully managed to find the switch to find my 68k asm from being "optimised". So no longer any need fo...
by chicane
Mon Aug 11, 2014 7:21 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 210
Views: 65185

Re: New ST project - Pole Position arcade conversion

To get (much!) smaller binaries and avoid MiNT GEMDOS calls with GCC, it's enough to use C-library intended for TOS. For example: http://www.atariforge.org/gf/project/libcmini I'm already using libcmini for this project - I like it a lot :D The hefty size of the executable comes not from the standa...
by chicane
Sun Aug 10, 2014 10:27 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 210
Views: 65185

Re: New ST project - Pole Position arcade conversion

Thanks everyone for the feedback! I'm a bit gobsmacked by the level of detail, especially that of AtariZoll and Eero, so particular thanks to you both. Down to business then. Having looked at the instruction at $169d0, this is indeed within the Timer B code, specifically the code that cycles one of ...
by chicane
Thu Aug 07, 2014 9:33 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 210
Views: 65185

Re: New ST project - Pole Position arcade conversion

It's been over 3 months since I last updated this thread, so I thought I'd better come back with some kind of news. I've really been struggling to spend time on this project recently, but I figured it would be better to give something to the community rather than just let the code sit unused on my h...

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