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Katherine the Sixth

luigithirty@xantronix.social

<p>Hardware necromancer.<br />超高校級のシステムプログラマ。<br />High Priestess arcana. <br />I invented Let&#39;s Plays.<br />Crest of Indech haver.<br />EN,ES,日本語OK!<br />Av: @evatrice!</p>

Posts

  • Post #4490447

    Problem: Tyrian background tiles are 24x28px and Atari tilemaps are 8x8px. I can’t display .5 of a tile. Solution: Treat two 24x28 tiles as one 24x56 tile. Now I can use a tool to turn each unique 24x56 combo in use into 3x7=24 8x8px tiles and build a graphics bank for my tilemap hardware.

  • Post #4490446

    I added an IFF -&amp;gt; tilemapped playfield conversion to my Atari graphics tools. Now I have scrolling backgrounds and I am liberated from manually punching in tile indexes!

  • Post #4490445

    this is ARM64. keep up the good work

  • Post #4490444

    Writing a ResEdit equivalent for my Atari 68K arcade assets here

  • Post #4490443

    While writing this ResEdit clone, I came up with the namespaces ASI (Atari System I) and ARK (Atari Resource Kit) so I could make bad puns with the binary export system.

  • Post #4490442

    of course I had to add Amiga ILBM support to the Irix image format tools

  • Post #4490441

    @wohali if it’s good enough for Elvis it’s good enough for me

  • Post #4490440

    yay. i can now type `make assets` and it automatically runs any conversions i need it to, going from .IFF graphics file to Atari bitplanes which can then be combined into a graphics ROM

  • Post #4490439

    today’s adventure is “how to allocate motion objects to actors out of an object pool while being able to sort them by Z ordering as a background task” 64 actors, 64 sprites, one actor can be made up of multiple sprites, at least I have a lot of RAM to keep track of it all on my cartridge

  • Post #4129128

    anyway I found some more Atari arcade source code and found out that the 68K sprite engine I thought I extremely overengineered is… actually very similar to what they were using in 1989 and I feel better about my version now no I didn’t expect Atari to have a bytecode scripting system for sprites, I thought I was being clever

  • Post #954178

    Something is wrong with my DECpc that I wasn’t able to figure out and made me frustrated with crashing and memory errors so I switched back to the big boi I finally got my hands on a working P90 CPU card and we’re PS/2ing it SO HARD