Search found 1255 matches

by rhurst
Sun Jan 25, 2009 3:59 pm
Forum: Buy, Sell, and Trade
Topic: Considering trading A3000 for PET2001
Replies: 2
Views: 1103

Like this one? Except it has a hardware issue:

http://cgi.ebay.com/ws/eBayISAPI.dll?Vi ... 0301140490
by rhurst
Sat Jan 24, 2009 7:08 pm
Forum: Games
Topic: QUIKMAN 2008 for the unexpanded VIC 20
Replies: 209
Views: 65914

Do you think to update the 4K rom version ? Very unlikely... no wiggle room, and I am not that talented! :P I got my lovely copy of Retro-Gamer #59 this afternoon. This issue holds extra special meaning to me, first because it features Battle Zone on the front cover, and then a neat article on the ...
by rhurst
Sat Jan 17, 2009 4:49 pm
Forum: Games
Topic: QUIKMAN 2008 for the unexpanded VIC 20
Replies: 209
Views: 65914

f you sort the rendering of the sprites by raster line, ... Good idea. I hacked some additional code to auto-detect whether the VIC is PAL or NTSC, and to synchronize IRQ with the screen's last raster line appropriately. This seems to work on VICE just fine. Any comment? ; my interrupt vector init ...
by rhurst
Sat Jan 17, 2009 2:08 pm
Forum: Games
Topic: QUIKMAN 2008 for the unexpanded VIC 20
Replies: 209
Views: 65914

Ok, I applied Mike's technique on top of the 4k ROM version -- which had to be expanded for the 8k ROM address space -- and it integrated just fine. I had to remove all of the CPU "slowdown" loop, because the game started to run too slowly with this VSYNC timing. As a result: Quikman, Red,...
by rhurst
Wed Jan 14, 2009 6:43 pm
Forum: Games
Topic: QUIKMAN 2008 for the unexpanded VIC 20
Replies: 209
Views: 65914

Very interesting Mike ... and that's exactly the weird timing behavior I was seeing on an NTSC VIC, whereas the "dead zone" you speak of was causing severe "frame drops", until it drifted back. An astute explanation!! So, I had to try your "hack", but I resorted to ca65...
by rhurst
Sun Jan 11, 2009 10:13 am
Forum: Games
Topic: QUIKMAN 2008 for the unexpanded VIC 20
Replies: 209
Views: 65914

My copy of that issue is on order: 9£ ($13.66 US) delivered -- woot! Thanks for pointing it out, because I never might have known. Have you already tried to replace it with a raster-line based slow-down? I tried by commenting out SLOWDOWN and added a raster line check as the first lines in SPRITES -...
by rhurst
Thu Jan 08, 2009 12:46 pm
Forum: General Topics
Topic: Video Game Schools
Replies: 25
Views: 5166

This is a great thread... a lot of differing perspectives and opinions. I graduated from one of "those" technical colleges in 1984, obtaining an Associate Science degree in Computer Programming. BTW, I completed the academic and technical requirements in only a 14-month calendar span, meet...
by rhurst
Thu Jan 08, 2009 9:50 am
Forum: Programming
Topic: Software sprites?
Replies: 175
Views: 117377

Great feedback, thanks! But why do you want to separate the definitions at all? What is supposed to happen, when sprites of different "banks" interact on screen? Generalization and flexibility. All active sprites, regardless of bank definition origin, will have to interact with each other,...
by rhurst
Wed Jan 07, 2009 1:57 pm
Forum: Programming
Topic: Software sprites?
Replies: 175
Views: 117377

I read that thread about spritimation ... the BASIC wedges sound compelling to integrate, too, but only after the ML API is declared a success. As stated before, I have a very good 8-sprite routine now for unexpanded VIC. And I later modified that routine, so it is optimized for the fixed-width maze...
by rhurst
Tue Jan 06, 2009 12:00 pm
Forum: Programming
Topic: Software sprites?
Replies: 175
Views: 117377

First, thanks for the responses and interesting points. I will check out this Lunar Leeper reference to visualize what it is doing and what is capable. If necessary, I'll peek into the code. My objective here is not to go bloated by way of a screen bitmap, but allow the programmer flexibility with t...
by rhurst
Sun Jan 04, 2009 11:41 am
Forum: Programming
Topic: Software sprites?
Replies: 175
Views: 117377

Software sprites?

Is anyone interested in a generalized API to provide software sprite rendering on VIC? I am considering in writing that code for possible integration into a future game. I might just do it anyways for the mental exercise, but it would help my motivation if a single soul out there thought it may help...
by rhurst
Sun Jan 04, 2009 11:34 am
Forum: Games
Topic: QUIKMAN 2008 for the unexpanded VIC 20
Replies: 209
Views: 65914

[Looks at issue 59 sat next to PC] He probably just looked it up... =-) That's hilarious :lol: ... I went to its web site, but only see Issue #58 on sale now. I suppose the real subscribers get the issue in advance of the newsstands. I'll have to wait until next month then. It definitely applies to...
by rhurst
Sat Jan 03, 2009 8:07 pm
Forum: Games
Topic: QUIKMAN 2008 for the unexpanded VIC 20
Replies: 209
Views: 65914

Thanks for the quick reference, I'll look for it when that issue becomes available -- wow! How is it that you even know the page number? I wonder then how much Frye actually got paid... I would think he would have a good grasp on that number, and simply x10 for a count. Of course, if he naively took...
by rhurst
Sat Jan 03, 2009 11:15 am
Forum: Games
Topic: QUIKMAN 2008 for the unexpanded VIC 20
Replies: 209
Views: 65914

Quikman also gets a very good (full page!) write-up in the current issue of Retro Gamer magazine (issue #59). Wow, I'll have to buy a copy when it becomes available, thanks. As for 2600 Pac-man it sold over a million units and at the time according to Todd Frye (whom I've spoken to) there was littl...
by rhurst
Fri Jan 02, 2009 11:23 pm
Forum: Games
Topic: QUIKMAN 2008 for the unexpanded VIC 20
Replies: 209
Views: 65914

There are a couple of favorable reviews written here . Very well written and weighed... I could not be more pleased. Interesting, I have never played Commodore's Jelly Monsters, because the name never suggested to me that it was a Pac-Man clone -- prior to that, I was guessing it was educational sof...