Atomic AGD

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tricky
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Re: Atomic AGD

Post by tricky » Mon Jul 16, 2018 12:09 pm

Did the sprite plotting get optimised?

If you want 50+Hz playback on youtube, the source has to be 720p+, as does the playback.

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kieranhj
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Re: Atomic AGD

Post by kieranhj » Fri Jul 20, 2018 9:16 am

Thanks to Kees awesome work on the Atom 6502 code, I managed to get the first BBC game up & running in just 3x train journeys...

dodgy geezer.png
Dodgy Geezer!
https://bbc.godbolt.org/?disc=https://b ... d&autoboot

It's just in MODE 4 for now, and still very buggy, but pleasing progress in such a short time.

Main challenge is going to be RAM for a standard Model B, as there isn't much room after the engine code is included, even in MODE 4. I will be having a think about memory configurations for sideways RAM, Master etc. and how we might support MODEs 1,2,4,5 at build or run time.

And before you ask, yes, VideoNULA is on the backlog but down the bottom at the moment!!

My ultimate goal would be to get Dethmunk's Foggy working in full colour, but a lot to do before then. :)
Bitshifters Collective | Retro Code & Demos for BBC Micro & Acorn computers | https://bitshifters.github.io/

Zuffle
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Re: Atomic AGD

Post by Zuffle » Fri Jul 20, 2018 12:59 pm

What an interesting looking project guys. Well done Kees & Kieran!
kieranhj wrote:
Fri Jul 20, 2018 9:16 am
My ultimate goal would be to get Dethmunk's Foggy working in full colour, but a lot to do before then
I didn't know what Foggy's Quest was so I had a quick peep. Wow! now I can't wait to play that in full colour on the beeb it looks ace :D
Composing all genres of computer music since 1991 https://soundcloud.com/zuffle

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sbadger
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Re: Atomic AGD

Post by sbadger » Sun Jul 22, 2018 9:44 am

kieranhj wrote:
Fri Jul 20, 2018 9:16 am
Thanks to Kees awesome work on the Atom 6502 code, I managed to get the first BBC game up & running in just 3x train journeys...

My ultimate goal would be to get Dethmunk's Foggy working in full colour, but a lot to do before then. :)

Nice work there! thank you to Kees too
So many projects, so little time...

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kieranhj
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Re: Atomic AGD

Post by kieranhj » Wed Jul 25, 2018 12:59 pm

Some more progress updates on Beeb AGD. I've fixed the sprite glitches and started rearranging things for the Beeb memory map. RAM is going to be tight but there is still plenty more things to be done. My general approach to split things into two projects:
  1. Convert existing ZX Spectrum AGD games to BBC in MODE 4 (Model B) and MODE 1 (+16K SWRAM)
  2. Add native BBC support to the AGD compiler for games in MODE 5 (Model B) and MODE 2 (+16 SWRAM)
Unfortunately because of requirement to save RAM by shrinking the MODE 4 screen to Spectrum resolution in the first instance (256x192), I've already broken Electron support. :( If anyone feels strongly about the Electron version please PM me and we can collaborate with Kees on keeping the 6502 engine clean to support multiple platforms. Now would be a good time for someone to fork my repo to maintain an Electron build...

Here are some WIPs of my favourite games that I've managed to convert so far:
Note that I haven't started to optimise the sprite plotting routines yet and that AGD is meant to be locked at 25Hz. Keys are ZX*? Space which isn't the best combination (ignore the keys as listed on any menu screens.)

Let me know what you think and whether there are any requests... :) Thanks again to Kees for doing the actual hard work of porting the entire script compiler to 6502 from Z80!
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Bitshifters Collective | Retro Code & Demos for BBC Micro & Acorn computers | https://bitshifters.github.io/

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oss003
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Re: Atomic AGD

Post by oss003 » Wed Aug 01, 2018 6:29 am

Hi guys,

another update for the Atomic AGD engine:

- Added DEFINECONTROLS to define keys in the AGD file
- Added animation speed parameters FAST/MEDIUM/SLOW/VERYSLOW
- Added display features DOUBLEDIGITS, TRIPLEDIGITS, SECONDS
- Added collectable blocks
- Added TABLEJUMP, TABLEFALL, JUMPTABLE commands to define jumptable
- Added DIG command
- Added AtoMMC joystick support
- Fixed jump-, shooting fodderblocks-, MUL/DIV bug

Atomic AGD is now compatible with Jonathan Cauldwells v0.7
The next step is optimizing the code ......

https://www.youtube.com/watch?v=minWwkLwZ-I
https://www.youtube.com/watch?v=Td5UH1GpF0M
https://www.youtube.com/watch?v=i-FcFLk3fY4

Greetings
Kees

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sirmorris
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Re: Atomic AGD

Post by sirmorris » Wed Aug 01, 2018 9:18 am

Brilliant work (as always ;) ) Kees!
Last edited by sirmorris on Wed Aug 01, 2018 9:18 am, edited 1 time in total.

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oss003
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Re: Atomic AGD

Post by oss003 » Wed Aug 01, 2018 10:15 am

sirmorris wrote:
Wed Aug 01, 2018 9:18 am
Brilliant work (as always ;) ) Kees!
Thanks Charlie .....
We are now working on several AGD ports: BBC, Dragon, Coco .....

There aren't a lot of games for the Einstein.
Fancying an Einstein port? ........... :wink:

Greetings
Kees
Last edited by oss003 on Wed Aug 01, 2018 10:18 am, edited 1 time in total.

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