Search found 3289 matches

by D3thAdd3r
Thu Jan 29, 2015 12:34 am
Forum: Hardware
Topic: Selfmade Controller Problems
Replies: 2
Views: 4040

Re: Selfmade Controller Problems

//uzeboxCore.c void ReadButtons(){ unsigned int p1ButtonsLo=0,p2ButtonsLo=0; unsigned char i; //latch controllers JOYPAD_OUT_PORT|=_BV(JOYPAD_LATCH_PIN); #if SNES_MOUSE == 1 if(snesMouseEnabled){ WaitUs(1); }else{ Wait200ns(); Wait200ns(); } #else Wait200ns(); Wait200ns(); #endif JOYPAD_OUT_PORT&am...
by D3thAdd3r
Thu Jan 29, 2015 12:28 am
Forum: Games & Demos
Topic: Tempest is possible
Replies: 707
Views: 329945

Re: Tempest is possible

How do you feel about fixed memory locations for the buffers? This,I think it's a good idea but I'm not sure if it could work with an idea directly related to this . I am begging that the kernel gets an additional small feature which looks like this: //videoMode3.c->ProcessSprites() //... bt=vram[r...
by D3thAdd3r
Wed Jan 28, 2015 7:37 am
Forum: Programming & Software
Topic: Team Australia
Replies: 22
Views: 11503

Re: Team Australia

Doom! But seriously, I'm always thinking of a demake for this one with some top view like gauntlet. It's no secret I am a doom fanatic and I'd commit to this one. I'd say a good demake could consist of just the automap part of the renderer, centering on the player with no rotation, simplistic textu...
by D3thAdd3r
Wed Jan 28, 2015 12:21 am
Forum: Hardware
Topic: Uzenet
Replies: 243
Views: 199765

Re: Uzenet

Like you say, it's a good idea to hold off on the hardware keyboard work since we really do have a lot of momentum rolling on the networking side of things. After considerable time trying to make that thing work fast enough I am burned out on it entirely anyway. We absolutely do need a working way t...
by D3thAdd3r
Tue Jan 27, 2015 5:37 pm
Forum: Programming & Software
Topic: Team Australia
Replies: 22
Views: 11503

Re: Team Australia

hmm sprite scaling would still look good and this one only takes up 23 versus 39 now.
fistrts.png
fistrts.png (972 Bytes) Viewed 5965 times
by D3thAdd3r
Tue Jan 27, 2015 5:28 pm
Forum: Programming & Software
Topic: Team Australia
Replies: 22
Views: 11503

Re: Team Australia

explodingfist_rtanalysis.png This is a mega sprite offset by 2 on x and 2 on y (as if that frame was a jump kick) and it looks like one of the worst cases that would happen. At 43 ram tiles it seems you would either need to scale the sprites a little smaller and make a good flickering system, or wi...
by D3thAdd3r
Tue Jan 27, 2015 8:51 am
Forum: Programming & Software
Topic: Team Australia
Replies: 22
Views: 11503

Re: Team Australia

http://atariage.com/forums/uploads/monthly_07_2009/post-6517-1248616989.gif http://atariage.com/forums/uploads/monthly_07_2009/post-6517-1248616981.gif http://atariage.com/forums/uploads/monthly_07_2009/post-6517-1248616975.gif http://atariage.com/forums/uploads/monthly_07_2009/post-6517-1248616966...
by D3thAdd3r
Tue Jan 27, 2015 6:19 am
Forum: Hardware
Topic: Keyboard Solution, UzePS2, or what have you
Replies: 51
Views: 38760

Re: Keyboard Solution, UzePS2, or what have you

Good point there. Like you say with enough shortcuts an experienced user might be able to get type entered reasonably quick. I thought too about aligning the characters vertically instead of angled like a real keyboard. Playing with it more I often guess wrong where the cursor will go when I press u...
by D3thAdd3r
Tue Jan 27, 2015 5:20 am
Forum: Hardware
Topic: Keyboard Solution, UzePS2, or what have you
Replies: 51
Views: 38760

Re: Keyboard Solution, UzePS2, or what have you

Here's the hex for the virtual keyboard to play with. It works pretty well and can enter any character we should need. Some of those tiles aren't right in the tile set I'll fix that
by D3thAdd3r
Tue Jan 27, 2015 4:55 am
Forum: Games & Demos
Topic: Tempest is possible
Replies: 707
Views: 329945

Re: Tempest is possible

I just had an interesting though about this game today. I'm not sure if you were planning on having multiplayer versus or maybe coop or not, but with your current video mode, is there enough cycles left to do the UART transfer from an 8266 during HSYNC? I think it would be a nice game for Uzenet!