mein CBM 8032 (No. 2) mit Commodore High Speed Graphik

  • Now I was able to test the game in 512x512 - works great incl. sound! Very nice work!

    Looks nice on my external amber monitor.


    Thanks so much.

  • Thank you for the feedback .... makes it worthwhile 😃😃 take a picture ?

  • Etwas dunkel - aber mit Blitz gehts natürlich nicht:

        

  • are you able to make hi res plots with the EF9365 around the screen edge and also output test at the top of the screen in basic ?


    I played the original a lot in the 1980s at our local railway station. There were two arcarde machines: Asteroids and Defender.


    I love them both! :crazy:

    I looked at defender but it's based on the 6809 processor so way too much effort to port across ...... I also recall playing Star Wars a lot but that uses an Advanced vector graphics system which is I think beyond the capability for the 6502/HSG/PET.


    Asteroids took a couple of months to figure out and port across to the HSG .... and am looking at Missile command now - that is totally different again but think doable.... as not that graphically intensive compared to Asteroids for example. The arcade version was in colour so will see have to use dotted or dashed lines etc as substitutes I guess : :) The HSG has a routine for a cross hair cursor which can be utilised with the cursor keys to move about.

  • Try the code on this page


    Beitrag RE: mein CBM 8032 (No. 2) mit Commodore High Speed Graphik Here is the .D64 image. Load hsgimage and the enter the filename of the image file (do not include the extension .prg or .seq)

    The assembly code is hsgimage.asm

    forum.classic-computing.de/index.php?attachment/202610/

    Size the images according to the HSG board you have AndyG 11. Juli 2024


    I did. And now I'm confused... :grübel:


    I get this (after switching to graphics screen by typing "display (1)"; I did not install a hardware switch for this and "hsgimage" does not switch by itself):


    Hm? Only half of the vertical resolution!


    You write "Size the images according to the HSG board you have".


    How is this done? Can "hsgimage" identify the chip (EF9365 vs. EF9366)? Or can it identify the jumper position ("A" vs. "B")?


    If it's the chip: Perhaps I got a relabeled EF9366 as EF9365? :weinen:


    If it's the jumper I potentially have a problem on my board and have to get it out of the 8032 again... :(


    Or maybe the GAL-replacement?

  • Matthias, can you send over the digital watch image you created to test please as that was defo 512x512 ?


    There is a byte you can read that tells me if it is a 512x512 or 512x256…. I hope the image I provided was not 512x256 by accident.


    When you type sys40960 I am assuming it says 512x512.


    If you print peek (881) ... is bit 1 set or 0. Think if 0 then 512x512


    I can change the code to switch to graphics mode - just didn't do that for the hsgimage code

  • The panda image is 512x256 - just checked. So it seems it does display OK. Try writing text to the screen at the top. If that works then the CRT may not be right for the 512x512.

  • O.K., it works:



    I used another image ("p1" instead of "panda") because the IPEN 3 does not invert pixels here and the text was barely visible on the other image.


    So I go back to my EF9366 and hope for 512x256-versions of future games, too... ::heilig::

  • Ok getting close ... just got to fettle the keyboard repeat for entering initials for high scores.


    The original screen res was 256 x 231... makes it easy as only 8 bit calculations but not so easy expanding to 16bit. So I have expanded the x axis to 512 by largely multiplying the draw cords by 2 apart from the fliers which had to go to 16 bit calculations. The ICBM lines are a little crude for the resolution but authentic. I will publish the 512x256 version and then consider expanding the y cords to 512 also.


    The cursor draw function in the HSG rom works well though it gets confused with drawing inverted pixels when it's in the middle of an explosion. That leaves a few pixels on the screen which are garbage but doesn't affect game play- just aesthetics.

  • OK - fun time. Below is the zip file for Mission Command - VA = 512x512 and VB = 512x256


    I haven't tested VB too heavily but hope you enjoy the game. Think it works OK.


    Controls


    Numeric keypad moves the cross hairs accordingly. If you hold the shift key down at the same time it will move at twice the speed.


    Fire

    A = Left silo

    S = Middle Silo

    D = Right Silo


    Start = 1 (on the QWERTY Side)


    Enter initials


    > to increment letter

    < to decrement letter


    You get residual pixel garbage if you leave the cross hairs in an explosion and them move whilst it is still exploding. The cross hair routine is designed to be fast inverting what’s in the path rather than test if the pixel has changed before drawing. Doesn’t hurt the game play but may look a bit untidy. But hey, it’s vintage …


    mcvb.zip

    Edited once, last by AndyG ().