Search found 2583 matches

by D3thAdd3r
Thu Mar 09, 2023 7:23 am
Forum: Programming & Software
Topic: n00b question on VideoMode80
Replies: 5
Views: 52

Re: n00b question on VideoMode80

I don't know much about mode 80, except it's a code tile mode aiming at max resolution. The display lists seem very powerful though I haven't played with them. You can do it by individual scanline for sure, but as far as individual coloring of particular characters I'm not sure it's possible here wi...
by D3thAdd3r
Thu Mar 09, 2023 5:58 am
Forum: Tools, Documentation & Tutorials
Topic: Uzebox TODO list
Replies: 18
Views: 167

Re: Uzebox TODO list

The separate file isn't bad really, but the virtual keyboard would be no worse than one-shot setting up a television/etc. nowadays. If the user doesn't have security concerns about it, could the file multiplex for other Uzenet related settings? On that I did have a few things I was originally thinki...
by D3thAdd3r
Wed Mar 08, 2023 11:03 pm
Forum: Games & Demos
Topic: UzeMaze
Replies: 22
Views: 188

Re: UzeMaze

Good new features, haven't managed all the way through but I'm going to take another go. Very Zen like experience after a few minutes.
by D3thAdd3r
Wed Mar 08, 2023 10:58 pm
Forum: Games & Demos
Topic: MegaBomber
Replies: 48
Views: 506

Re: MegaBomber

Thanks for the support guys :)
by D3thAdd3r
Wed Mar 08, 2023 10:57 pm
Forum: Hardware
Topic: DIY Uzebox / SNES arcade joystick
Replies: 28
Views: 338

Re: DIY Uzebox / SNES arcade joystick

Very nice 8-)
by D3thAdd3r
Wed Mar 08, 2023 10:54 pm
Forum: Programming & Software
Topic: n00b question on VideoMode80
Replies: 5
Views: 52

Re: n00b question on VideoMode80

Hey Jimmy, try this out: #include <stdbool.h> #include <avr/io.h> #include <stdlib.h> #include <avr/pgmspace.h> #include <uzebox.h> #include <stdint.h> extern m80_dlist_tdef* m80_dlist; m80_dlist_tdef dlist[1]; int main(){ ClearVram(); dlist[0].vramrow = 1U; dlist[0].tilerow = 1U; dlist[0].bgc = 0b0...
by D3thAdd3r
Tue Mar 07, 2023 11:37 am
Forum: Games & Demos
Topic: MegaBomber
Replies: 48
Views: 506

Re: MegaBomber

Reasonable progress made. The demo now has a full load of SFX(4 banks, about 16 seconds). MegaBomber did not need all 4 banks, so there is some unrelated diversity. This demonstrates what you can expect for quality, and the limitations of the bank size. The scheme could support less banks that are l...
by D3thAdd3r
Mon Mar 06, 2023 3:26 pm
Forum: Programming & Software
Topic: C64 SID emulation
Replies: 29
Views: 10175

Re: C64 SID emulation

Here is a working zip with an emulator and that ROM, on Ubuntu at least. I was too lazy to compile anything, I ran this Windows version under wine and it worked perfect.

Sounds better than I imagined.
by D3thAdd3r
Mon Mar 06, 2023 2:45 pm
Forum: Hardware
Topic: Uzenet adapter V2
Replies: 22
Views: 275

Re: Uzenet adapter V2

Yes, I mean I don't strictly need it to make the game. In reality though, there was no room for even menu music otherwise as the graphics are very expensive. So realistically SPI RAM is the difference there, from that wasn't really possible to complete, to what seems much more possible now(or I fail...
by D3thAdd3r
Mon Mar 06, 2023 5:24 am
Forum: Hardware
Topic: Uzenet adapter V2
Replies: 22
Views: 275

Re: Uzenet adapter V2

Agreed! Hopefully several such games even. I'm giving it 199% on MegaBomber. First, it is hard to make bots fun to play against, second there isn't a 4 player multitap ready, third it's hard to arrange a multitap party anyway! Didn't need SPI RAM sound, but so far I love it. Not intended to be singl...