Search found 358 matches
- Sun Dec 04, 2011 7:07 pm
- Forum: Games
- Topic: The Return of Viking Chess (Hnefatafl)
- Replies: 268
- Views: 317163
- Sat Dec 03, 2011 5:06 am
- Forum: Games
- Topic: The Return of Viking Chess (Hnefatafl)
- Replies: 268
- Views: 317163
- Mon Oct 24, 2011 5:08 am
- Forum: Games
- Topic: Prince of Persia
- Replies: 7
- Views: 12451
- Mon Sep 19, 2011 4:08 pm
- Forum: Games
- Topic: Skool Daze
- Replies: 173
- Views: 231603
Ah thanks indeed JamesD. I think this player may suit my needs. I am not sure if I will be able to write any music as AY register values, but I will certainly try. And it should also be suitable for the basic sfx. In fact I was tempted to make direct calls to the ROM sound routines (music) so a son...
- Sun Sep 18, 2011 7:53 am
- Forum: Games
- Topic: Skool Daze
- Replies: 173
- Views: 231603
Has anybody experimented with producing simple tunes in a compact way? Something like storing the note and the duration and a very small player... Don't need anything like it being interrupt driven or ornaments or effects... I posted assembly source to fairly simple assembly player here: http://for...
- Tue Jul 12, 2011 10:09 pm
- Forum: Games
- Topic: Skool Daze
- Replies: 173
- Views: 231603
Since you are already using multiple sections, you could do a table per section, however many would bring the number of tiles down to 128 for a section. But then it wouldn't be very practical memory wise. And since it does scrolling you'd be scrolling the pointers through the screen tables as well a...
- Tue Jul 12, 2011 3:44 pm
- Forum: Games
- Topic: Skool Daze
- Replies: 173
- Views: 231603
Come to think of it, if a screen only had 128 tiles and you don't have too many screens to fit in memory, you could just represent the screen as a table of pointers direct to your tiles. <edit> Actually, you wouldn't be limited to 128 tiles this way but you'd have to deal with crossing a page bounda...
- Tue Jul 12, 2011 3:38 pm
- Forum: Games
- Topic: Skool Daze
- Replies: 173
- Views: 231603
If you have the memory space for it, you could have a table of pointers to your tiles. I guess multiple tables if different screens use different tiles. As long as only 128 tiles are used / screen anyway. Then you just need to multiply the tile number you are looking up by 2 (bit shift) and put it i...
- Sun Jun 26, 2011 9:33 pm
- Forum: AY sound chip
- Topic: "music" in Xenon meteors noise
- Replies: 22
- Views: 42272
- Sun Jun 26, 2011 9:30 pm
- Forum: AY sound chip
- Topic: "music" in Xenon meteors noise
- Replies: 22
- Views: 42272
- Sat Jun 25, 2011 4:59 pm
- Forum: AY sound chip
- Topic: "music" in Xenon meteors noise
- Replies: 22
- Views: 42272
- Sat May 07, 2011 11:27 am
- Forum: Games
- Topic: The Return of Viking Chess (Hnefatafl)
- Replies: 268
- Views: 317163
- Tue May 03, 2011 4:17 am
- Forum: Operating systems, utilities and other serious software
- Topic: An Oric "TOOLS.DSK" archive?
- Replies: 11
- Views: 23081
A C compiler with the capabilities of a good cross compiler would probably be larger than ORIC RAM. You'd need to split it up into sections and generate intermediate files between compilation stages. This method was used on several compilers back in the day and they were much more limited than today...