8bit-Dude

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Viewing 15 posts - 1 through 15 (of 39 total)
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  • in reply to: Solutions for use with Ultimate II+? #813

    8bit-Dude
    Keymaster

    If someone would kindly contribute support code to 8bit-Unity for the U-II+, then I can recompile for the game for that system.

    in reply to: codenet #811

    8bit-Dude
    Keymaster

    Muddy racers looks sweet, i wish him good luck with upcoming release!
    He can contact me if he wants to talk about multiplayer port.

    in reply to: codenet #798

    8bit-Dude
    Keymaster

    Like I said before, if I release the network code there is immediately going to be someone who produced an “enhanced” version that will spoil the game for everyone. I just do not have the time to implement server-side counter-measures.

    If all you are interested in is creating a one PRG version for local play, then you can do it from 8bit-Unity repo version. Then send me the code diff, and I will see about releasing a one PRG of the network version.

    in reply to: codenet #753

    8bit-Dude
    Keymaster

    The source code is available as part of 8bit-Unity (except the network code).
    It is not included to prevent the natural tendency of some people to produce hacked versions for cheating.

    in reply to: esp8266 support (?) #750

    8bit-Dude
    Keymaster

    I have already done it, and it is called the 8bit-Hub!

    Please check out this page: http://8bit-unity.com/?page_id=551

    It is already available for the Oric and Lynx. COM Cables for the Apple 2, Atari 8bit and C64 coming very soon!

    in reply to: 4 player local #633

    8bit-Dude
    Keymaster

    Hey Alex, thanks for your question. Presently, only this adapter is supported:

    https://icomp.de/shop-icomp/en/produkt-details/product/id-4-player-adapter.html

    in reply to: codenet #628

    8bit-Dude
    Keymaster

    The maps take a fiull disk, so no way to cram this into a prg.
    Streaming maps is not impossible, but would work only for network games.
    I may consider this in future (net only maps)…

    in reply to: esp8266 support (?) #627

    8bit-Dude
    Keymaster

    Do you know how may people use these?
    Can you buy one with a C64 port adapter?
    If there really is demand for this then i can look into it.

    in reply to: Testing Session #6 (2018/12/15-16) #509

    8bit-Dude
    Keymaster

    Mark, did you get the new discs? I added paddle as a control option.

    in reply to: Bug Reports #506

    8bit-Dude
    Keymaster

    I have played for about 45 mins on my 1084s commodore CRT today, and thought the road flicker was not that bad.
    Sure, you cannot clearly see the car tires, but the game felt playable.

    The only colours that do not flicker are pure red, pure blue, or pure green. None of these would work for a road. That leaves pure black, for which I could try to use a different colour of tires (some shade of grey)….

    I am willing to give this a try, but it will make the game look very different than it does now.

    in reply to: Bug Reports #498

    8bit-Dude
    Keymaster

    I tried the checkerboard pattern trick, and it actually looks worse… there are visible gaps beween pixels in that mode, which creates a vertical striping effect. So I will keep things as they are I am afraid.

    in reply to: Bug Reports #497

    8bit-Dude
    Keymaster

    Just a small hope: i read on atariage that flicker can be further reduced by aligning pixels in a checkeboard pattern. I am not doing this yet, my editor outputs line by line, so i will try to modify the map with a pythom script and let you know if it improves things further…

    in reply to: Bug Reports #496

    8bit-Dude
    Keymaster

    Thanks for the feedback Phil.

    Unfortunately, I wasted considerable time on adding a “simple” DLI, and it turned out to be anything but simple. The address of video data is set at the beginning and middle of a DLIST, and thus cannot be changed on the fly. To switch video mode after 8 lines requires re-ordering the data buffers, and adding 2 DLIs (for top and bottom row). But then, the pixel setting/getting algorithm must be customized, and so on… and I just run-out of memory.

    It is not possible to change the road color on the fly because color are used to compute the car speed, with only 9 colors available almost eveyone is used for something (walls, marking…).

    I delayed release of the game for 6 months trying to come up with a solution to the text color being unreadable, and I think that this is the best compromise I could come up with: reduced flicker, and still ability to set a static screen.

    in reply to: Closed-Beta (Register here) #484

    8bit-Dude
    Keymaster

    It is not dead!!! I am finally getting some free time to finish up this project.
    Please read update here: http://8bit-slicks.com/?p=480

    in reply to: Curious if this was ever released #477

    8bit-Dude
    Keymaster

    The project is not dead, just on extended hiatus. I should have time to finish this up in the coming winter, just hold on!!!

Viewing 15 posts - 1 through 15 (of 39 total)