Search found 2493 matches

by D3thAdd3r
Thu Feb 02, 2023 9:53 pm
Forum: Hardware
Topic: UART test
Replies: 11
Views: 98

Re: UART test

UzeSynth was originally MIDI port only, and it had older custom UART code which was/is different than the new stuff being used for ESP8266/etc. I don't know if that ever got updated to the new UART, but baud rates would have to match. Would be worth just porting it to the new version if it isn't. Th...
by D3thAdd3r
Sun Jan 29, 2023 3:23 am
Forum: General Discussions
Topic: Proposed enhancement to Uzebox Kernel
Replies: 4
Views: 118

Re: Proposed enhancement to Uzebox Kernel

Thanks for adding that to the kernel.

I feel like Clear/Get were around from the start, but I have no evidence for it. Megatris being the first official game looks to use WaitVsync, at least in it's latest code.
by D3thAdd3r
Wed Jan 18, 2023 8:47 pm
Forum: Games & Demos
Topic: Starduino
Replies: 7
Views: 1564

Re: Starduino

This is incredible, great job :ugeek:
by D3thAdd3r
Wed Jan 18, 2023 8:45 pm
Forum: Music & Graphics
Topic: Algorithmic music?
Replies: 17
Views: 22385

Re: Algorithmic music?

I'm bad about losing code but I will try to find it. Pretty sure what's listed was close if not exactly as in the video soundwise.

Not sure, but probably just need vsync mixer in your makefile? I think it's -DSOUND_MIXER=0
by D3thAdd3r
Wed Jan 18, 2023 8:26 pm
Forum: Games & Demos
Topic: Barbarian
Replies: 9
Views: 764

Re: Barbarian

After reviewing the assets, I think I was wrong to suggest M3 for this one. Flickering would be especially glaring in this game. The assets for the SDL look like 200% scaled, but even integer downscaled 2x, are going to be pushing 40 ram tiles, or more, per character...Then the extra resolution seem...
by D3thAdd3r
Wed Jan 11, 2023 5:23 am
Forum: Games & Demos
Topic: Mode 3 Scrolling Game Engine Demo (WIP)
Replies: 27
Views: 1096

Re: Mode 3 Scrolling Game Engine Demo (WIP)

Very nice stuff. The "use unsuable tiles" for enemy placement sounds like a great idea. Development wise, that has to be a huge time saver. On the animation, perhaps you mentioned a detail which negates this and I missed it, but is it absolutely necessary all lolipops get animated in the one frame? ...
by D3thAdd3r
Mon Jan 09, 2023 2:32 am
Forum: Games & Demos
Topic: Mode 3 Scrolling Game Engine Demo (WIP)
Replies: 27
Views: 1096

Re: Mode 3 Scrolling Game Engine Demo (WIP)

You are going all out! Love the DDRC and RAM tile trick ideas. The tracker object is interesting. I was considering the same concept for an abandoned SMB3 demo. It really is the most efficient possibility for RAM, where others would eat lots of time for probably no space/compression gain. Offscreen ...
by D3thAdd3r
Mon Jan 09, 2023 1:56 am
Forum: Music & Graphics
Topic: Linux audio and JACK cheatsheet
Replies: 16
Views: 391

Re: JACK and Linux audio cheatsheet

Great info thank you. This should be on the Wiki.
by D3thAdd3r
Mon Jan 09, 2023 1:52 am
Forum: Games & Demos
Topic: IKD - Atari Combat remake
Replies: 77
Views: 36492

Re: IKD - Atari Combat remake

GPT kicks out relevant code answers, whoa...spooky. That should be a valid for(), and ternary. Not sure if the per pixel option was discissed in this thread(maybe I already did a while back?). I dont necessarily recommend it, but I think you can already figure out how to drive home the current idea,...
by D3thAdd3r
Wed Oct 05, 2022 10:11 am
Forum: Games & Demos
Topic: Barbarian
Replies: 9
Views: 764

Re: Barbarian

Could probably do it in Mode 3 pretty well. Sprites aren't too big and no drastic particle effects, so the alignment could almost always be good(%8) on at least the Y axis(saves a lot or RT) for the MetaSprites. Then it comes down to what's important to the game. If doing it M3 then there would defi...