Search found 4677 matches
- Wed Aug 03, 2005 1:11 am
- Forum: General Topics
- Topic: multicolor and hires graphics
- Replies: 10
- Views: 4527
I didn't see that CurtisP suggested top to bottom, then right to left , but ... at first the array DIM B(7) shall contain B(0)=128, B(1)=64, ... , B(7)=1 ... then, if you put the characters left to right, and then top to bottom you'll get this address-scheme (assuming double-height chars 20x12): 0| ...
- Mon Jul 25, 2005 1:51 am
- Forum: General Topics
- Topic: multicolor and hires graphics
- Replies: 10
- Views: 4527
@CurtisP:
Of course we don't want to re-create the, uhm rather interesting, addressing scheme of the C=64.
@Thomas:
I'd vote for 160x192, too. It makes optimal use of the memory between 4096 and 8191, and it doesn't clobber the bottom 1K. I employ this mode for my program VIC Life.
Michael
Of course we don't want to re-create the, uhm rather interesting, addressing scheme of the C=64.
@Thomas:
I'd vote for 160x192, too. It makes optimal use of the memory between 4096 and 8191, and it doesn't clobber the bottom 1K. I employ this mode for my program VIC Life.
Michael
- Wed Jun 01, 2005 3:13 am
- Forum: Programming
- Topic: Tip - Get a calculator that can use HEX, BIN etc!
- Replies: 24
- Views: 6227
- Tue May 31, 2005 9:34 am
- Forum: Programming
- Topic: Tip - Get a calculator that can use HEX, BIN etc!
- Replies: 24
- Views: 6227
- Tue May 31, 2005 1:03 am
- Forum: Programming
- Topic: Tip - Get a calculator that can use HEX, BIN etc!
- Replies: 24
- Views: 6227
- Mon Apr 25, 2005 3:11 am
- Forum: General Topics
- Topic: Continuous Music: Good or Bad?
- Replies: 11
- Views: 4798
Game music
For me, background music can add lots to the atmosphere of a game. I'm currently into 'Metroid: Zero Mission' (Gameboy Advance), and here each level, and all cut scenes are accompanied by their own theme. When you finish the game, a triumphal fanfare is played... well let's not get carried away. ;) ...
- Tue Apr 19, 2005 7:11 am
- Forum: Games
- Topic: Diamond Hunt
- Replies: 26
- Views: 8207
Hi, Robert, I gave Diamond Hunt a try. :) Nice game! Some suggestions: 1. Sound! A little tune in the title screen, blips for each step the monsters are moving, a 'wwwuuuiiip' when you are caught by a monster. You can make the sounds dependent of TI, so they run the same speed regardless whether the...
- Mon Apr 11, 2005 3:13 am
- Forum: General Topics
- Topic: DD vs. HD 5.25" Disks for a 1541
- Replies: 24
- Views: 13387
You really need DD disks. [...] DD - soft mud, big stick. HD - thick mud, pointy stick. [...] Lee. Ah, yes. ;) I always use the picture of a row of water buckets: DD: big diameter, not very tall, low volume HD: small diameter, tall, high volume and this is, what happens when writing the wrong media...
- Wed Mar 16, 2005 2:43 am
- Forum: Programming
- Topic: Calculated GOTO
- Replies: 6
- Views: 2076
I've found a way to avoid the problematic POKEGL,PEEK(GL) combination. Furthermore, it allows the line number to be passed as argument with the USR function. We need 6 bytes for a small ML routine, which fits nicely behind the screen memory... :) 100 S=8186:REM S=4602 for +8K RAM expansion, or more ...
- Wed Mar 16, 2005 1:55 am
- Forum: Programming
- Topic: Calculated GOTO
- Replies: 6
- Views: 2076
@Jeff: Calculated GOTOs are useful, if you have a LOT of jump targets, whose line-numbers follow a regular pattern, say, 300, 400, 500, ..., 1800, 1900,..., and you couldn't put all these in one ON GOTO command. @Rob: This surely won't work directly on a VIC, as the routine alters the USR vector to ...
- Fri Mar 11, 2005 2:02 am
- Forum: General Topics
- Topic: How to run cartridge dumps in PRG format
- Replies: 23
- Views: 10165
SYS57809
Here's the loader for Donkey Kong: 1 ONAGOTO20,30 10 A=1:FORI=0TO5:POKE7680+I,PEEK(45+I):NEXT 15 LOAD"DONK2000",8,1 20 A=2:FORI=0TO5:POKE45+I,PEEK(7680+I):NEXT 25 LOAD"DONKA000",8,1 30 SYS64802 Time to pop out SYS57809 off the hat... 10 POKE55,0:POKE56,32:CLR 20 READN$:IFN$=&quo...
- Wed Mar 09, 2005 4:57 am
- Forum: Programming
- Topic: Intergers
- Replies: 2
- Views: 1338
- Mon Jan 31, 2005 2:45 pm
- Forum: Emulation and Cross Development
- Topic: .PRG to .TXT and .HTM conversion
- Replies: 12
- Views: 5090
- Mon Jan 31, 2005 6:58 am
- Forum: Emulation and Cross Development
- Topic: .PRG to .TXT and .HTM conversion
- Replies: 12
- Views: 5090
- Sun Jan 30, 2005 7:21 pm
- Forum: Emulation and Cross Development
- Topic: .PRG to .TXT and .HTM conversion
- Replies: 12
- Views: 5090
Lee, I checked the *.zip file, and couldn't find any obvious errors. However, I found the strings somehow difficult to read, as green on white doesn't have a good contrast on the CRT I use. I do use an own program similar to TEXTPORT, but written in C, that checks for repeated runs, and adjacent quo...