Also I forgot that you have to choose between channel 5 and UART buffers. Cunning I'm sure you have a lot rolling on this right now, but do you think you will want to use UART/Uzenet?
There's no limitation, apart the fact it takes cycles and, at present, you can't also fit the UART code. Tornado songs were done to use all 5 channels for the "play" sample. It would be nice to try to optimize the assembler mixer instead of sacrificing that extra channel. Cunning, if you need another asm challenge when you're done with Tornado...
Btw, Lee's upload works fine for me. All works top notch! Though that's a big freaking data file. I only have 256megs cards now for the next batch of kits. After, I'll try to get 512 megs cards that are fast enough.
When I have got the highscore table and the extra lives stuff done, I'll zip up the source code and give it to D3thadd3r to add magic sound too.
Glad it works on other hardware than mine and also you guys like how it looks.
I can try the ASM for the sound stuff. Not sure I would have much luck as you guys have already been improving it for years. You never know though, sometimes another set of eyes helps.
I do have a few irons in the fire at the moment. The filled 3D polygon mode for submarine simulator and a perspective car racing mode with megasprites are both past proof of concept stage.
I will post up a demo of the 3D filled polygon mode using canned data in the next couple of weeks. Just as soon as I can write some PC code to can up the data.
I do have a few irons in the fire at the moment. The filled 3D polygon mode for submarine simulator and a perspective car racing mode with megasprites are both past proof of concept stage.
I will post up a demo of the 3D filled polygon mode using canned data in the next couple of weeks. Just as soon as I can write some PC code to can up the data.
Very interesting projects! I'm specially interested by the car game, it's another of those things we've been discussing for years.
Btw, I could not test tornado on the hardware since I blew up my AVRISP last weekend. And just learned, they are not made anymore. A real shame since they were great and inexpensive programmers.
Thats the same resolution as an Amstrad CPC could do in 16 colours for its version of outrun. The line renderer code is working on this one, but it may be useless for games as there might not be enough flash left for big sprites.
The one that I am finding a lot more interesting is the 3D filled polygon one. It is much more fun to program and is also much closer to having a demo ready. It also uses very little flash for the video mode.
OH - and it does convert to a UZE file OK and run.
That is how I tested it on my hardware.
Only thing is the Uze ROM packing utility gives an error "unknown record type 3"
The UZE file still worked though. Mainly I would like someone to test it on different SD cards. It works in the emulator, it works on my hardware with the uSD card. I just don't have full sized SD to test with.
Hey, I showed your last title demo upload (and game play too) to friends who are actually IT competent and they were truly flabbergasted an 8-bit micro could do that!
Only comment one had is the "2000" would benefit a cooler font (perhaps I influenced him a bit on that one )
No doubt anyone in the know can see Cunning is an artist here with the '644 being his canvas, keyboarded brush strokes, and a pallet full of opcodes. Besides the monetary and group hysteria that makes easier to understand artwork appreciated by the masses, I'd frame a screenshot and source code listing of this before I hung up an original Rembrandt painting. That probably makes me a nerd, but on these forums I can embrace it