Monthly Archives: January 2013

Back on the DC2N

After Massi cadenti’s tests yesterday I fixed the experimental DC2N firmware (the one for halfwaves) as it was not setting a bit prior to recording files from the C64 (the dumping feature was not affected at all). Following this change … Continue reading

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A more useful save for a completely new game

I think that as part of my long-term plans I will add the option to save various data files as ASM (i.e. text) files, making pointers relative so that the result can be relocated and put where it fits (as … Continue reading

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Finished LN2 foreground save code too

For the new foreground design mechanism I finished coding the save routines that apply to the format in use in LN2. I can now modify and save the foreground for LN and LN2 🙂 I will probably move to the … Continue reading

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Finished new design foreground decoder for LN2 too

I had some time today to re-write the foreground decoder for LN2 that uses the new design strategy. While I was testing it I noticed something quite funny. Look at the object that’s framed in black below: Apparently that object … Continue reading

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A bit more on foreground and overlapping

When the Z coordinate of a foreground object is established, it is also important to ensure that no sprite can get too close while staying at the same height. In the following image by limiting movements outside the dotted area … Continue reading

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Looking for a reference to set the Z coordinate automatically in LN

For LN2 it was much simpler as the Z coordinate of foreground blocks has been set consistently (and accurately it seems) so I had no problem to find out the formula to calculate it. For LN it seems that objects … Continue reading

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More on foreground

I had a bit of time today to finish the new foreground design mechanism, along with the foreground save routines for LN. I was testing the result when I noticed something was not as I expected it to be. My … Continue reading

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