Ha. I wonder what could have motivated him to do a XGS version with an overclocked atmega644...
Uze
Search found 4812 matches
- Mon Dec 22, 2008 1:15 am
- Forum: Hardware
- Topic: XGStation AVR pix!
- Replies: 3
- Views: 3456
- Sat Dec 20, 2008 8:18 pm
- Forum: Games & Demos
- Topic: Cool tileset
- Replies: 29
- Views: 17849
Re: Cool tileset
Errr....yeaah...didn't tough about this...Well, that should indeed work then!But it sure makes the address math a lot easier! Just use index as the high word of the address directly!
- Sat Dec 20, 2008 7:09 pm
- Forum: Games & Demos
- Topic: Cool tileset
- Replies: 29
- Views: 17849
Re: Cool tileset
What if I want 8-bit tile indices without any scrolling? (No ramtiles for now). There's no mode for that right now, apart the new engine I sent you the source. Dammit, I was really hoping for a five cycle kernel here. But I can't break up the tile index load any finer. You not the first one to brea...
- Sat Dec 20, 2008 6:09 pm
- Forum: Games & Demos
- Topic: Cool tileset
- Replies: 29
- Views: 17849
Re: Cool tileset
If you don't need scrolling you could use the new engine with ram tiles and 8x8 tiles. Otherwise you would have to rewrite them to 6x8! To convert quickly, I use Photoshop and a special palette file I've made (part of the distro under \gfx).
Uze
Uze
- Sat Dec 20, 2008 5:29 pm
- Forum: Uzebox Emulator
- Topic: Uzebox Emulator!
- Replies: 136
- Views: 66533
Re: Uzebox Emulator!
Hey Dave, lots of update..and the sound too! ...I love it! :mrgreen: Watches port OCR2A, assumes it's 15.7khz raw unsigned audio. Any idea why this is totally wrong for NET5? Maybe because I'm not implementing timer0/timer2 yet? EDIT: Fixed bug in ringbuffer math. Still doesn't fix NET5 sound though...
- Fri Dec 19, 2008 9:42 pm
- Forum: Uzebox Emulator
- Topic: Uzebox Emulator!
- Replies: 136
- Views: 66533
Re: Uzebox Emulator!
Thanks! Didn't saw it either!
Uze
Uze
- Fri Dec 19, 2008 6:46 am
- Forum: Uzebox Emulator
- Topic: Uzebox Emulator!
- Replies: 136
- Views: 66533
Re: Uzebox Emulator!
Hey Dave, It's way too tough to debug without a step debugger in the emulator! How hard would that be to implement a quick and dirty one? I could easily trace side-by-side with the AVR simulator. I've traced the code and the problem doesn't seem to be there, but in the main loop where I check for jo...
- Thu Dec 18, 2008 10:36 pm
- Forum: Uzebox Emulator
- Topic: Uzebox Emulator!
- Replies: 136
- Views: 66533
Re: Uzebox Emulator!
I've opened an account on Google Code, so it should be move there soon.
Uze
Uze
- Thu Dec 18, 2008 10:10 pm
- Forum: Uzebox Emulator
- Topic: Uzebox Emulator!
- Replies: 136
- Views: 66533
Re: Uzebox Emulator!
For what it's worth, here a bit the bit of code who handle the jump: case ACTION_JUMP: dy=-( pgm_read_byte(&(waves[jmpPos])) /2 ); if(frame==0){ if(sprDir==1){ MapSprite(0,map_rjump1); }else{ MapSprite(0,map_ljump1); } That pgm_read_byte reads data from a sine table (actually the sine wave for t...
- Thu Dec 18, 2008 9:48 pm
- Forum: Uzebox Emulator
- Topic: Uzebox Emulator!
- Replies: 136
- Views: 66533
Re: Uzebox Emulator!
Checked the SDL docs, SDL_Flip is supposed to vblank, maybe your monitor refresh is set too high or (more likely) it doesn't work in windowed mode. Yeah I run it windowed mode, but what's weird is that the other HEX files doesn't run too fast. Perhaps it's bad timing in my engine. But again, I'm wo...