Need help to test on a Real Atari

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madaxe
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Need help to test on a Real Atari

Postby madaxe » Fri Jun 28, 2019 7:01 pm

Hi friends;

As some of you know I'm converting to Atari a little game that I made for Amiga, PC and Speccy. As I don't own an Atari I'm using the Steem Emulator.
I made a little program to test some enemy attack waves and it seems to run very smoothly on Steem, but when I run it on Steem SSE or Hatari there is a lot of flickering.
So, if you have an Atari and don't mind to test the program to see if it runs smoothly I would appreciate.

Note: I'm using GODLib so I think it only runs on TOS 2.06.

Thanks in Advance,
José Mário a.k.a MadAxe.

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Re: Need help to test on a Real Atari

Postby christos » Fri Jun 28, 2019 10:13 pm

Silly question maybe, but are you using double buffering?
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Re: Need help to test on a Real Atari

Postby madaxe » Sat Jun 29, 2019 8:33 am

christos wrote:Silly question maybe, but are you using double buffering?

Hi christos;

It's not a silly question, in fact is a very relevant question, but yes: I'm using double buffering :)

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Re: Need help to test on a Real Atari

Postby mlynn1974 » Sun Jun 30, 2019 8:49 am

I don't have an ST with TOS 2.06 but I have looked at it with Hatari.
Are you using the blitter to clear the screen? It looks as if the blitter is used asynchronously before drawing the sprites and the 2 are overwriting each other. Just a thought.
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Re: Need help to test on a Real Atari

Postby dma » Sun Jun 30, 2019 12:51 pm

Why do you think it would only run on TOS 2.06?
I did a game with GodLib and it runs on earlier TOS versions as well.

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Re: Need help to test on a Real Atari

Postby madaxe » Mon Jul 01, 2019 5:02 pm

dma wrote:Why do you think it would only run on TOS 2.06?
I did a game with GodLib and it runs on earlier TOS versions as well.

Mmmmmmm, very interesting!

Well, maybe I am doing something wrong but after compiling my code the program only runs on TOS 2.06.

In fact, there is a funny thing: the examples provided by Reservoir Gods in their website work perfectly on TOS 1.04 but after I recompiled them they only work on TOS 2.06. What I'am I doing wrong? Need to change any option in Pure C compiler?

PS: Where can I download your game?

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Re: Need help to test on a Real Atari

Postby dma » Mon Jul 01, 2019 7:53 pm

Strange indeed, i attached the two .cfg files from my PUREC directory to this message, if it could help.

My game is "Manical Drop", clone of an arcade action-puzzle game every proper gamer should know. :P
You can find more about it here: https://www.rgcd.co.uk/2011/05/manical- ... alcon.html

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Re: Need help to test on a Real Atari

Postby madaxe » Mon Jul 01, 2019 9:13 pm

dma wrote:Strange indeed, i attached the two .cfg files from my PUREC directory to this message, if it could help.


I couldn't find the attachments, sorry.

dma wrote:My game is "Manical Drop", clone of an arcade action-puzzle game every proper gamer should know. :P
You can find more about it here: https://www.rgcd.co.uk/2011/05/manical- ... alcon.html


Wow! Very nice game :) You did a great work, dma! And very good use of GODLib :)
Bye the way, did you code it on Steem or on a real Atari?

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Re: Need help to test on a Real Atari

Postby dma » Mon Jul 01, 2019 9:51 pm

Oupsy, i forgot the attachment indeed. :mrgreen: Here it is.

Many thanks for your comments on the game. :)
I coded it on STeem back then for ease of code text edition and "fast-forwarded" compilation. ;)
But i tested it on ST/STe/Falcon regularly.
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Re: Need help to test on a Real Atari

Postby LaceySnr » Tue Jul 02, 2019 5:09 am

Seems to run on my Falcon using Image runner (http://www.atari.8bitchip.info/imgrun.php), but I don't have a joystick attached right now. It slows down once the 5th enemy comes on to screen though.

I've been thinking about putting together a shooter using DML's engine, have you looked at that at all? I've been meaning to look into GODLIB properly but never found the time :(

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Re: Need help to test on a Real Atari

Postby madaxe » Tue Jul 02, 2019 5:20 pm

dma wrote:Oupsy, i forgot the attachment indeed. :mrgreen: Here it is.

No problem :) Thanks for the .CFGs files but unfortunately still doesn't run under TOS 2.06 :shrug:
So, i found this: viewtopic.php?f=23&t=6098&p=53775&hilit=godlib#p53775

It seems there is (or there was) a bug on asm routine that did the trap calling for malloc. That caused some trouble in TOSes<2.06.

I downloaded my version of GODlib from the Reservoir GODS website. Where did you download your?

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Re: Need help to test on a Real Atari

Postby czietz » Tue Jul 02, 2019 5:57 pm

I've had a look at GODLIB source code and at your compiled program. The bug that causes the crash is not present in the GODLIB version available on Github: https://github.com/ReservoirGods/GODLIB

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Re: Need help to test on a Real Atari

Postby dma » Tue Jul 02, 2019 9:12 pm

Ah yes, i also think that i had already been provided a newer version than the one from the website, back then.

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Re: Need help to test on a Real Atari

Postby madaxe » Wed Jul 03, 2019 1:23 pm

czietz wrote:I've had a look at GODLIB source code and at your compiled program. The bug that causes the crash is not present in the GODLIB version available on Github: https://github.com/ReservoirGods/GODLIB

dma wrote:Ah yes, i also think that i had already been provided a newer version than the one from the website, back then.

Thank you very much guys :)
I downloaded the new version from the GitHub but it seems to be more difficult to set up than the "preview" version. Nothing that a good afternoon of work can't fix :)

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Re: Need help to test on a Real Atari

Postby madaxe » Sun Jul 07, 2019 11:44 am

Hi fellows;

Thanks again for your help and feedback :)
And here it is: the new version of Enemy Wave Attack that now runs on all TOS and the masks are set properly. I tested on Steem and Hatari and it runs smoothly with no flickering but if someone wants to test on a real Atari would be nice :)

Cheers,
José Mário Machado.
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Re: Need help to test on a Real Atari

Postby MM41 » Sun Jul 07, 2019 6:03 pm

Tested on real STe (4mb, TOS1.62Fr, Satandisk); some waves are very cool :)
Well done Madaxe :cheers:
We want destroy them now :D

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Re: Need help to test on a Real Atari

Postby LaceySnr » Mon Jul 08, 2019 11:48 am

Tried this one out on the Falcon too, and ran fine again :) Slight difference this time though, the faster waves only slow down when 6+ enemies are on screen now!

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Re: Need help to test on a Real Atari

Postby madaxe » Mon Jul 08, 2019 1:39 pm

MM41 wrote:Tested on real STe (4mb, TOS1.62Fr, Satandisk); some waves are very cool :)
Well done Madaxe :cheers:
We want destroy them now :D

LaceySnr wrote:Tried this one out on the Falcon too, and ran fine again :) Slight difference this time though, the faster waves only slow down when 6+ enemies are on screen now!

Very nice, thank you for your feedback. I'll do my best to make a simple but enjoyable game... I hope :)
When I have more stuff ready I will put it here in the forum to be tested :)

Thanks again,
José Mário Machado

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Re: Need help to test on a Real Atari

Postby LaceySnr » Tue Jul 09, 2019 1:08 am

Sounds good! I was inspired by you to get GODLIB all setup on my Falcon last night. Takes a long time to compile the samples...

Will you be publishing your code? Have always thought about doing a shooter but never really looked in detail at how the engines work for waves etc. I wrote a basic demo one once that just had a table of time offsets with # of enemies to spawn and the pattern for them, no idea if that's the 'standard' way to do it or not though.

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Re: Need help to test on a Real Atari

Postby madaxe » Tue Jul 09, 2019 6:00 pm

LaceySnr wrote:Sounds good! I was inspired by you to get GODLIB all setup on my Falcon last night. Takes a long time to compile the samples...

Will you be publishing your code? Have always thought about doing a shooter but never really looked in detail at how the engines work for waves etc. I wrote a basic demo one once that just had a table of time offsets with # of enemies to spawn and the pattern for them, no idea if that's the 'standard' way to do it or not though.

Yeap, I always publish the sources when the game is complete :)
I attached the source of the Enemy Wave Attack demo, hope you find them useful :)

On the other versions of my game (Amiga, PC and Speccy) the enemies have a simple linear vertical top-down movement with no sinusoidal or circular or even diagonal effects. And yes, I use a Time Counter that gives me the type of enemy to create. Something like this:

Time Cnt | Enemy Type
---------------------
0 | 255 (no enemy)
1 | 255
2 | 1
3 | 0
4 | 1
5 | 0
6 | 1
7 | 255

... and so on.
When the enemy is a Boss, the Timer Counter stops and restarts when the Boss is killed. I really don't know if this is the usual method in coding shooters but works for me :)

But now, on the Atari version I want to make the movements more sophisticated and I coded this little program to test the sinusoidal, circular and diagonal effects. I don't know yet how to integrate these more sophisticated waves on a simple Time Counter so I'll do more tests and code more demos to find the best way.

You can find more info in this excellent site:
https://chaotik.co.za/shootem-up-mechanics/

You can take a look on my little game here:
http://sardonic.planetaclix.pt/
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Re: Need help to test on a Real Atari

Postby LaceySnr » Wed Jul 10, 2019 4:22 am

That makes a lot of sense... thanks for the code and the links, I'll dig in for sure!


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