Search found 90 matches

by chicane
Sat Feb 08, 2020 8:36 pm
Forum: Games - General
Topic: Lotus Esprit Turbo Challenge - STE enhanced (WIP)
Replies: 52
Views: 14799

Re: Lotus Esprit Turbo Challenge - STE enhanced (WIP)

If you're shooting for 1MB machine then would it be plausible to use pre-shifted sprites rather than the blitter for placement to get breathing space for the timer routines? It's a thought yes - I suspect it would (sadly) be faster than using the Blitter. Although it would still be slower than the ...
by chicane
Sat Feb 01, 2020 5:40 pm
Forum: Games - General
Topic: Lotus Esprit Turbo Challenge - STE enhanced (WIP)
Replies: 52
Views: 14799

Re: Lotus Esprit Turbo Challenge - STE enhanced (WIP)

I have an idea to postpone gxf code, just by replacing current sprite code with code which dump sprites pointers (like source address, destination address etc.) into a table in ram, and do blitting based on that table, just before "VBL wait loop". Unfortunately due to business trip I have no time f...
by chicane
Tue Jan 21, 2020 8:51 pm
Forum: Games - General
Topic: Lotus Esprit Turbo Challenge - STE enhanced (WIP)
Replies: 52
Views: 14799

Re: Lotus Esprit Turbo Challenge - STE enhanced (WIP)

This is awesome! Lotus Esprit TC was an all-time fave ST game for me, so this is so cool to see! Thank you! Game uses 2 VBLs (sometimes 3) for one frame. When I reduced cars and signs height to 1 by replacing "subq.w #1,D3" (0x5343) with "moveq #1,d3" (0x7601) at address 0x07A538, it was also 2 VLB...
by chicane
Sun Jan 19, 2020 7:51 pm
Forum: Games - General
Topic: Lotus Esprit Turbo Challenge - STE enhanced (WIP)
Replies: 52
Views: 14799

Re: Lotus Esprit Turbo Challenge - STE enhanced (WIP)

I've spent around a month (on and off) on this project now, and the challenges I'm encountering are somewhat different to what I expected to encounter. I imagined that the big difficulty would lie in isolating the graphics routines I'd need to change and dropping in alternative code to utilise the B...
by chicane
Fri Jan 17, 2020 5:22 pm
Forum: Games - General
Topic: Lotus Esprit Turbo Challenge - STE enhanced (WIP)
Replies: 52
Views: 14799

Re: Lotus Esprit Turbo Challenge - STE enhanced (WIP)

I think once per line should be enough. Funnily enough I was poking around the Amiga version the other night, and that uses the copper to switch palette entries to accomplish what you've described. Unfortunately, the use of the Blitter in the changes I've made is already destabilising the existing ...
by chicane
Fri Jan 10, 2020 3:14 pm
Forum: Games - General
Topic: Lotus Esprit Turbo Challenge - STE enhanced (WIP)
Replies: 52
Views: 14799

Re: Lotus Esprit Turbo Challenge - STE enhanced (WIP)

Sounds like a fun and interesting project! Thanks! Maybe curb/middle line color could be done by rasters instead of drawing it in color? Then its drawing routine could be simplified and some CPU time could be used for diffrent things. Thanks for the suggestion! Do you mean changing the palette once...
by chicane
Thu Jan 02, 2020 11:26 am
Forum: Games - General
Topic: Lotus Esprit Turbo Challenge - STE enhanced (WIP)
Replies: 52
Views: 14799

Re: Lotus Esprit Turbo Challenge - STE enhanced (WIP)

Thanks for looking into all that! I was quite encouraged until I started thinking about 2 player mode and how to handle playback of two simultaneous engine sounds with a possible two sound effects playing on top! For all its shortcomings, the YM does allow three independent channels of sound with no...
by chicane
Sat Dec 28, 2019 2:35 pm
Forum: 680x0
Topic: Get address of label from other source files
Replies: 6
Views: 1271

Re: Get address of label from other source files

If this is the case then you may try to set up your own Trap-Handler (i.e. not BIOS/XBIOS/...) with a function number put on the stack to get/set a certain variable. Thanks - this is an elegant solution and did cross my mind. This is a game environment so I'm a bit wary of the performance implicati...
by chicane
Sat Dec 28, 2019 8:30 am
Forum: 680x0
Topic: Get address of label from other source files
Replies: 6
Views: 1271

Re: Get address of label from other source files

Thanks both for your suggestions. Solution 1: define the value for the label in a separate file, and include that in both sourcefiles Solution 2: export the label by using something like ".globl graphicsdata" in file1, and also ".globl graphicsdata" in file2 to import it there (but that only works i...
by chicane
Fri Dec 27, 2019 8:27 pm
Forum: 680x0
Topic: Get address of label from other source files
Replies: 6
Views: 1271

Get address of label from other source files

I'm working on an ST game modification project (see http://www.atari-forum.com/viewtopic.php?f=3&t=38060) where I'm updating functionality by replacing areas of code in memory with code I've written myself. The code I've written myself is located in multiple assembly source files. The contents of ea...
by chicane
Fri Dec 27, 2019 4:03 pm
Forum: Games - General
Topic: Lotus Esprit Turbo Challenge - STE enhanced (WIP)
Replies: 52
Views: 14799

Re: Lotus Esprit Turbo Challenge - STE enhanced (WIP)

You can also shave 10% of the draw time with the blitter if the source sprite/mask data is properly aligned. You can use NFSR and null out the last column read as you'll be writing an extra column for the shift. Thanks - I should indeed be able to do that. The graphics data I've worked with so far ...
by chicane
Thu Dec 26, 2019 10:00 am
Forum: Games - General
Topic: Lotus Esprit Turbo Challenge - STE enhanced (WIP)
Replies: 52
Views: 14799

Re: Lotus Esprit Turbo Challenge - STE enhanced (WIP)

Already looking good! Wow, very cool so far Congrats for working on such enhancements for this great game already then! :) This is cool. Can it be also applied to Lotus II and III? great news chicane Awesome! Liking it a lot! cool project Great idea, 2020 looks impressing already :) One of my favou...
by chicane
Tue Dec 24, 2019 2:08 pm
Forum: Games - General
Topic: Lotus Esprit Turbo Challenge - STE enhanced (WIP)
Replies: 52
Views: 14799

Lotus Esprit Turbo Challenge - STE enhanced (WIP)

I've just uploaded this video showing some changes I've been making to Lotus Esprit Turbo Challenge to add support for the STE hardware. So far I've hacked in some detailed road lines resembling those in the Amiga version, and also have some of the trackside scenery rendering at single pixel increm...
by chicane
Thu Dec 12, 2019 2:59 pm
Forum: Hatari
Topic: Tracing 68000 disassembly to file
Replies: 4
Views: 1932

Re: Tracing 68000 disassembly to file

Fantastic, many thanks Eero.
by chicane
Mon Dec 02, 2019 9:41 am
Forum: Hatari
Topic: Tracing 68000 disassembly to file
Replies: 4
Views: 1932

Re: Tracing 68000 disassembly to file

Thanks very much for your response Eero. I'll patch and recompile until there's an official fix.
by chicane
Sat Nov 30, 2019 6:27 pm
Forum: Hatari
Topic: Tracing 68000 disassembly to file
Replies: 4
Views: 1932

Tracing 68000 disassembly to file

I'm trying to use the debugger to get Hatari to trace the instructions executed by the 68000 into a file on the filesystem. First, I'm starting Hatari with the following command line: hatari --trace-file lotus.trace After this, I'm breaking into the debugger, enabling the disassembly trace and then ...
by chicane
Fri Nov 22, 2019 6:44 pm
Forum: C / PASCAL etc.
Topic: drawing pixels on ST - with or without atari game tools problems
Replies: 22
Views: 2393

Re: drawing pixels on ST - with or without atari game tools problems

This might help - it's an adaptation of the code I use to enter supervisor mode and enable double buffering for ST Pole Position. Note that: - it compiles with the "brown" series GCC 7.3.0 compiler, your mileage may vary with other compilers. - it's somewhat rough around the edges and will probably ...
by chicane
Sat Jun 15, 2019 8:04 am
Forum: Coding
Topic: idea. measure speed
Replies: 13
Views: 5878

Re: idea. measure speed

When I was working on Pole Position, the inbuilt demo mode came in handy for profiling purposes because it ran exactly the same demo sequence every time. I put in some code to count the total number of frames drawn during the execution of the demo and then displayed this on the title screen once the...
by chicane
Fri Mar 16, 2018 1:28 pm
Forum: Coding
Topic: why use ASM anymore
Replies: 76
Views: 26073

Re: why use ASM anymore

what's the point? it's complicated and takes longer do simple operations that you can get done in 5 seconds flat on Basic and C. granted, certain people still have a soft spot but people, the days of MLX and Compute! are gone. thoughts? You're trolling right? :D Much of the appeal of playing with o...
by chicane
Fri Feb 16, 2018 9:07 am
Forum: News & Announcements
Topic: Paul Woakes
Replies: 13
Views: 10031

Re: Paul Woakes

Very sad news - the guy was a genius. I never "encountered" the earlier games, but Damocles was so far ahead of its time. I think much of the retrogaming community was holding onto the hope of getting an interview with him some day, but I get the impression that he was media shy and perhaps not part...
by chicane
Wed Jan 31, 2018 9:26 pm
Forum: Games - General
Topic: New ST project - Pole Position arcade conversion
Replies: 211
Views: 107910

Re: New ST project - Pole Position arcade conversion

24 colours in this screenshot: polepos.png Tcat - the ST is capable of 16 on-screen colours from a palette of 512 if no "tricks" are used. In Pole Position, I've used "Timer B" interrupts to change some of those 16 colours at certain vertical positions on the screen. I imagine Neochrome and Gods do ...
by chicane
Sun Nov 05, 2017 11:09 am
Forum: 680x0
Topic: blitter question
Replies: 19
Views: 13884

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: 13884

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: 13884

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: 13884

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...

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