Search found 90 matches

by uko
Thu May 26, 2022 5:01 pm
Forum: Demos - General
Topic: GemTos - la bande-annonce
Replies: 8
Views: 418

Re: GemTos - la bande-annonce

Nice ideas and lot of work !!

The convention is a little far for me, but I hope you'll have fun !

Merci !
by uko
Mon Apr 25, 2022 6:18 pm
Forum: Hatari
Topic: Breaking on or monitoring access to memory
Replies: 15
Views: 714

Re: Breaking on or monitoring access to memory

Zippy wrote: Mon Apr 25, 2022 4:07 pm
Cyprian wrote: Mon Apr 25, 2022 2:45 pm Honestly I can't imagine debugging without that feature.
To think back in the day even a reset RAM dump cartridge was considered "cheating" by some. :D
And I still continue to use only Adebug :lol:
by uko
Sat Apr 09, 2022 12:46 pm
Forum: Applications
Topic: Program to batch convert GIF to NEO?
Replies: 3
Views: 280

Re: Program to batch convert GIF to NEO?

XnView MP can do batch operations, and it seems it can manage Neo format.
by uko
Thu Mar 03, 2022 4:24 pm
Forum: Applications
Topic: Custom image converter needed
Replies: 18
Views: 978

Re: Custom image converter needed

Maybe XnView MP could help ?
by uko
Mon Jan 10, 2022 8:27 pm
Forum: Applications
Topic: MP_STE updated with manual
Replies: 23
Views: 3782

Re: MP_STE updated with manual

Moulinaie wrote: Mon Jan 10, 2022 7:01 pm Both M_PLAYER and MP_STE are written in ASM using ASSEMBLE(Brainstorm).
I really enjoyed ASSEMBLE in the old times. It is few mentioned, I wonder if many developers used it.
by uko
Fri Nov 19, 2021 11:28 pm
Forum: MIDI Software and Hardware
Topic: Roland MT-32
Replies: 53
Views: 6148

Re: Roland MT-32

It has been a long time since I have used one, but I don't remember having to plug any midi or audio cable to have the display working.
by uko
Thu Nov 11, 2021 1:13 pm
Forum: 680x0
Topic: need help with MC68020 addressing mode
Replies: 13
Views: 1899

Re: need help with MC68020 addressing mode

chicane wrote: Thu Nov 11, 2021 12:56 pm
Zippy wrote: Thu Nov 11, 2021 10:12 am You could replace those pairs of "add.w d0,d0" with an "lsl.w #2,d0" ;)
I seem to recall that two 'add.w d0,d0' is faster than a single 'lsl.w #2,d0', on the 68000 at least.
Yes 8 cycles for 2 add.w, and 10 (so 12) for a lsl.w #2 on 68000
by uko
Mon Nov 01, 2021 9:03 pm
Forum: Coding
Topic: STE Blitter & No Final Source Read
Replies: 28
Views: 3901

Re: STE Blitter & No Final Source Read

MM41 wrote: Mon Nov 01, 2021 8:32 pm With my STe (4mb ,TOS 1.62Fr) ,i can see a red ball moving to the left and a"fast cycling ghost ball" (moving to the left too)
Thanks for testing on HW, I won't have to unpack my STe then ! :wink:
I suppose this confirms that Hatari implementation is correct. Do you confirm Leonard ?
by uko
Mon Nov 01, 2021 4:32 pm
Forum: Coding
Topic: STE Blitter & No Final Source Read
Replies: 28
Views: 3901

Re: STE Blitter & No Final Source Read

When you use shifting you are supposed to use End Mask value different than $FFFF, which does clear the problem. This is interesting. Why would there be a requirement to use an endmask value different to $FFFF when skew != 0? I can think of plenty of scenarios where you'd want to use skew !=0 and e...
by uko
Mon Nov 01, 2021 3:37 pm
Forum: Coding
Topic: STE Blitter & No Final Source Read
Replies: 28
Views: 3901

Re: STE Blitter & No Final Source Read

When you use shifting you are supposed to use End Mask value different than $FFFF, which does clear the problem. But if you theoretically do not need using masking, and want to avoid a destination read bus access by setting $FFFF, then the problem appears. Nevertheless, the blitter internals are ver...
by uko
Mon Nov 01, 2021 2:59 pm
Forum: Coding
Topic: STE Blitter & No Final Source Read
Replies: 28
Views: 3901

Re: STE Blitter & No Final Source Read

Hi Leonard, Unfortunately my STe is currently packed, but I have previously found the same issue (or at least something very very close). You can look at the following post of the thread about this (which also discuss of other blitter emulation discrepancies): https://www.atari-forum.com/viewtopic.p...
by uko
Sun Oct 31, 2021 8:48 pm
Forum: The Digital Department
Topic: Help with sample mixing routine please
Replies: 35
Views: 5091

Re: Help with sample mixing routine please

That's really cool, I'll be interested to hear how big the hit in sound quality and volume is. Not sure if I can make use of movep for buffering in my routine since it needs to be pretty adaptable for different output devices but I'll give it some thought :) Concerning volume, a "classical&quo...
by uko
Tue Oct 26, 2021 4:57 pm
Forum: The Digital Department
Topic: Help with sample mixing routine please
Replies: 35
Views: 5091

Re: Help with sample mixing routine please

Yes, the movep is very useful for that too. I used it (but also the a7 trick) in my replay routine to send all samples to the L or R channel. But it effectively requires to have the right input format : if you are ready to reduce quality (increase noise), then you can convert samples onto 6 bits uns...
by uko
Tue Oct 05, 2021 7:46 pm
Forum: The Digital Department
Topic: Proper Stereo in Quartet.
Replies: 11
Views: 2626

Re: Proper Stereo in Quartet.

It's true there are some very efficient MOD player routines, especially Lance/Paulo one (available here: https://dhs.nu/files.php?t=democreation ) which plays 4 tracks @ 12.5 kHz with only 20% CPU. At least it contains interesting tricks for optimising your own replay routine. And if CPU is really c...
by uko
Tue Oct 05, 2021 7:28 pm
Forum: Hardware
Topic: The SECRET VIDEO MODE in an ST: 400 lines in COLOR (and with 72 Hz)!
Replies: 105
Views: 43503

Re: The SECRET VIDEO MODE in an ST: 400 lines in COLOR (and with 72 Hz)!

Has someone already used this new modes for a demo ?
by uko
Mon Aug 30, 2021 8:19 pm
Forum: Demos - General
Topic: FirST Love by Overlanders
Replies: 22
Views: 5383

Re: FirST Love by Overlanders

Additionally, there don't seem to be any overscan effects in the demo, yet, it totally rocks. Shows that design and execution still matter. All praise to overlanders for pulling this off so well. Well there is plenty of sync scrolling going on, which essentially is overscan in all forms possible :-...
by uko
Wed Aug 11, 2021 4:17 pm
Forum: 680x0
Topic: Star Wars scroller (in STe demo) explained
Replies: 9
Views: 2238

Re: Star Wars scroller (in STe demo) explained

Cooking up some batshit, off the wall method for solving a problem, and then prototyping it and seeing that (a) it looks OK and (b) there's still half a frame of CPU left, is my favourite part of making demos :) Yes, it is the most intersting part for me too. Except that there are always a lot of i...
by uko
Wed Aug 11, 2021 4:14 pm
Forum: 680x0
Topic: Star Wars scroller (in STe demo) explained
Replies: 9
Views: 2238

Re: Star Wars scroller (in STe demo) explained

I haven't and didn't want to, in order not to be influenced :wink: . And also I suppose that it is the habit I have taken from back in the days, i.e. to try to reproduce their demos without having access to their source code ! :lol: That's the spirit and that's when you truly can point at something...
by uko
Wed Aug 11, 2021 3:04 pm
Forum: 680x0
Topic: Star Wars scroller (in STe demo) explained
Replies: 9
Views: 2238

Re: Star Wars scroller (in STe demo) explained

Thanks Cyprian & Thomas3 ! Out of interest, has anyone looked into how TCB did theirs all those years back? I haven't and didn't want to, in order not to be influenced :wink: . And also I suppose that it is the habit I have taken from back in the days, i.e. to try to reproduce their demos withou...
by uko
Wed Aug 11, 2021 1:49 pm
Forum: 680x0
Topic: Star Wars scroller (in STe demo) explained
Replies: 9
Views: 2238

Re: Star Wars scroller (in STe demo) explained

Thanks Daniel ! Happy that you have liked it !
by uko
Wed Aug 11, 2021 1:14 pm
Forum: 680x0
Topic: Star Wars scroller (in STe demo) explained
Replies: 9
Views: 2238

Star Wars scroller (in STe demo) explained

Hi guys ! After the release of my STe demo (The Star Wars Demo by The Arctic Land, see links below), I have received lots of nice comments about it (thanks !), but also several requests to explain how the Star Wars scroller is implemented. I have therefore prepared few PPT slides, that are available...
by uko
Mon Jul 12, 2021 9:07 pm
Forum: Coding
Topic: Metal Slug (Mission 1) port for Atari STE - Completed
Replies: 62
Views: 11910

Re: Metal Slug (Mission 1) port for Atari STE - Completed

Amazing work ! Congrats !
If only we've had such STE games at the old times ;)
by uko
Sun Apr 11, 2021 12:14 pm
Forum: The Digital Department
Topic: Proper Stereo in Quartet.
Replies: 11
Views: 2626

Re: Proper Stereo in Quartet.

The mixing part, although composed of simple operations, requires quite a significant part of the CPU time.
And as I said it is not impossible to do the kind of stereo mix you describe, but you'll probably have to do it by yourself, I doubt that you find ready to use code on STE.
by uko
Sun Apr 11, 2021 8:44 am
Forum: The Digital Department
Topic: Proper Stereo in Quartet.
Replies: 11
Views: 2626

Re: Proper Stereo in Quartet.

The main problem is CPU usage. 4 voices soundtracks mixing almost takes half of CPU at low replay frequency on STE. What you are looking for will add two additional voices to mix and lower mixing quality. Not impossible to do, but that's mainly with Falcon (with its DSP) that real stereo management ...

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