Katherine the Sixth
Hardware necromancer.
超高校級のシステムプログラマ。
High Priestess arcana.
I invented Let's Plays.
Crest of Indech haver.
EN,ES,日本語OK!
Av: @evatrice!
of course I had to add Amiga ILBM support to the Irix image format tools
Something is wrong with my DECpc that I wasn’t able to figure out and made me frustrated with crashing and memory errors so I switched back to the big boi
I finally got my hands on a working P90 CPU card and we’re PS/2ing it SO HARD
yay. i can now type `make assets` and it automatically runs any conversions i need it to, going from .IFF graphics file to Atari bitplanes which can then be combined into a graphics ROM
Writing a ResEdit equivalent for my Atari 68K arcade assets here
Problem: Tyrian background tiles are 24x28px and Atari tilemaps are 8x8px. I can’t display .5 of a tile.
Solution: Treat two 24x28 tiles as one 24x56 tile. Now I can use a tool to turn each unique 24x56 combo in use into 3x7=24 8x8px tiles and build a graphics bank for my tilemap hardware.
this is ARM64. keep up the good work
While writing this ResEdit clone, I came up with the namespaces ASI (Atari System I) and ARK (Atari Resource Kit) so I could make bad puns with the binary export system.
@wohali@timeloop.cafe if it’s good enough for Elvis it’s good enough for me
I added an IFF -> tilemapped playfield conversion to my Atari graphics tools. Now I have scrolling backgrounds and I am liberated from manually punching in tile indexes!
today’s adventure is “how to allocate motion objects to actors out of an object pool while being able to sort them by Z ordering as a background task”
64 actors, 64 sprites, one actor can be made up of multiple sprites, at least I have a lot of RAM to keep track of it all on my cartridge