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Tyrian 2000 source code
Tyrian 2000 source code





tyrian 2000 source code

Tyrian 2000 source code code#

And the code is all wrapped up in the usual accoutrements of arcade cabinets so handling coin inputs, DIP switches etc. This looks decidedly non-trivial: the vector display is its own custom chip with a set of opcodes & registers, there's a poorly documented "mathbox" chip to assist with the 3D calculations and then Atari's custom POKEY chips that handle all the I/O. It wouldn't be possible to do multi-coloured lines though - you can only change the palette on a timed interrupt so the colours alter as you go down the screen.Īll the Tempest info you could need. The original arcade machine being a vector display meant these were all a fixed cost I'm guessing (curious to look up the hardware now.)ĭoes anyone have a fast Bresenham line drawing routine lying around perchance?Īlways been interested in doing something for MODE 0 as it was a resolution not matched by any other home micros at the time. Main problem I'm guessing would be the limit on how many vectors a Beeb can rasterise in 20ms, not a lot is the likely answer. Interesting idea, I'll have to track down the source. I'm currently having another go at tidying up my Phoenix game, but it is a bit slow going. My games generally use BASIC to script the loading from disk or whatever to allow people to "make it work" on their machine, the the game does one OS call *FX0 to check what kind of beeb it is on, then rudy takes control, only allowing the OS to pass on interrupts, as replacing the OS ROM would be a step too far! I drive everything else myself for predictability and speed, not that I have any complaints about OS1.2. "Rewrite your own OS ROM and remove the Basic ROM so you have complete control of the Beebs hardware." You may have overestimated my abilities just a little small piece of hardware that modified the 6845 so you could really push the BBC to it's limits."

tyrian 2000 source code tyrian 2000 source code

Citadel 2020 -" Sorry, never played this, but I like the idea of a ". Tempest -" I did play around with vector graphics BITD when I was going through my Lunar Lander fase, I might get back to it one day. Rewrite your own OS ROM and remove the Basic ROM so you have complete control of the Beebs hardware. Get somebody to produce a small piece of hardware that modified the 6845 so you could really push the BBC to it's limits. Write a mega-game that requires all the Sideways ROM sockets and dual 80 track double-sided discs for the program code. Maybe forum members could help in designing the graphics, sounds and screens etc. Citadel 2020 - Can we have a new version of Citadel with perhaps 256 or more screens? Why don't you include the map data on ROM (most emulators allow SWR and most of us that use proper Beebs can get a ROM blown pretty easily). Could you even get the Beeb to execute as far as possible the original 6502 source code? The version that was released by Superior was OK, but not great, and Orlando's Demo version looked great but wasn't finished.Ģ. This would be a good opportunity for you to experiment with a vector scan type routine for the BBC. Perhaps you could do a Mode 1 version with 8 colours? or even a hi-res Mode 0 version with *some* colours. Tempest - The original arcade machine was 6502 based and the source code was only 8k in size. Here are my suggestions for what you could write next ġ. Hi, This is my first post although I've been following this forum for many many years now.







Tyrian 2000 source code