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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...
- Sun Jan 29, 2023 3:23 am
- Forum: General Discussions
- Topic: Proposed enhancement to Uzebox Kernel
- Replies: 4
- Views: 119
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.
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.
- Wed Jan 18, 2023 8:47 pm
- Forum: Games & Demos
- Topic: Starduino
- Replies: 7
- Views: 1565
Re: Starduino
This is incredible, great job 

- 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
Not sure, but probably just need vsync mixer in your makefile? I think it's -DSOUND_MIXER=0
- 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...
- Wed Jan 11, 2023 5:23 am
- Forum: Games & Demos
- Topic: Mode 3 Scrolling Game Engine Demo (WIP)
- Replies: 27
- Views: 1098
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? ...
- Mon Jan 09, 2023 2:32 am
- Forum: Games & Demos
- Topic: Mode 3 Scrolling Game Engine Demo (WIP)
- Replies: 27
- Views: 1098
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 ...
- 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.
- 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,...
- 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...