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From beyond the grave

June 25, 2018 Retro Ports

Well, perhaps that’s a little dramatic.

Thought I might post a quick status of the project(s)…

The simple fact is that over the last 6 months or more, I just haven’t felt motivated to work on any retro projects at all. And to a degree my interests in other (non-development) areas of …

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On Yer Bike! (Or at least, My Bike)…

November 13, 2017 Retro Ports

Since it has been over 2 weeks since the last update, I thought I’d better post something.

Whilst I have been focusing on life off the computer lately (namely an 82km fun/charity bicycle ride) I have managed to make some progress. What I haven’t made any progress on, however, is the …

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Flicker-be-gone! (mostly)

October 26, 2017 Retro Ports

No progress on the collision-detection bug so I decided to implement the double-buffering (page flipping) since it is almost trivial and won’t be affected by any other programming issue.

The arcade machine uses a pair of so-called “ping-pong” buffers to allow the DVG to render the frame whilst the CPU is …

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A progress report on lack of progress.

October 24, 2017 Retro Ports

Today I had the chance to review the collision-detection code. The bad news is that I couldn’t see anything amiss. I did find a few minor issues to do with ADC/ADD but they don’t appear to be the cause of the bug. I also managed to effect a few minor …

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A few more fixes and it’s looking good… but not perfect.

October 22, 2017 Retro Ports

Another brief update; I seem to only get to work on it in snippets atm…

I’ve fixed the ship explosion offset (same as ship offset). I also fixed a long-standing bug in the erase routine for the extra life indicators.

It’s looking pretty spot-on now as far as object placement goes, although …

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#bug

October 21, 2017 Retro Ports

Super-brief update… I’ve fixed the ship/shot offset issue. Nothing sinister at all – simply forgot the ‘#’ character when adding the fixed pixel offsets to the accumulator!

Need to re-check the other offsets now, and fix the display issue at the bottom of the screen, and possibly add Y clipping – …

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Code that isn’t executed has no bugs!

October 19, 2017 Retro Ports

Very brief update.

After five days away from the keyboard I decided there was only one possible reason for the erase ship routine not working… and I was right! Because I cut-and-paste the render routine and used it for the erase by replacing the video writes with CLR, it simply wasn’t …

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Size does matter

October 11, 2017 Retro Ports

Finally, I’ve implemented the exploding ship routine! I had even avoided it on the Apple IIGS version which, of course, remains incomplete at this point. It’s complicated, it’s messy, it’s slow – but I get the same results as Norbert, sans graphical bugs.

When it comes time to implement it ‘properly’ …

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Another last word on explosions

October 11, 2017 Retro Ports

After adding the thrust (pixel) rendering, I decided to bite the bullet and implement the ship explosion to round off the port before I move on to optimisations for the Coco3.

I’ve ported all the original code, despite the fact that one of the routines isn’t required for the Coco3 (or …