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Posted Sat Jan 5, 2013 5:31 AM
Posted Sun Jan 6, 2013 7:20 AM
Posted Sun Jan 6, 2013 8:50 AM
I use Notepad++ and have even created custom language highlighting for a couple CPUs.
I just wish it had some of the split screen options some other editors I've used have had.
Posted Sun Jan 6, 2013 12:32 PM
It does!: View-->Move/Clone Current Document ...unless I miss your point.
Posted Sun Jan 6, 2013 10:48 PM
Posted Mon Jan 7, 2013 12:21 PM
Posted Tue Jan 8, 2013 9:38 AM
Posted Tue Jan 8, 2013 5:50 PM
There is a disassembly of the Atari version out there but it has almost no comments through most of the code.
Posted Wed Jan 9, 2013 3:26 PM
Any particular reason why nobody is proposing writing M.U.L.E. in assembly?
Without actually sitting down and writing it, I'd guess that Extended BASIC would have enough memory to implement the game, but you'd have to simplify the interface and drop the music and cut scenes.
I agree that bitmap is not really necessary. Graphics were not a huge requirement of the game, although the interface that has you moving your player into separate stores would be a challenge to implement in Extended BASIC efficiently. Also, the frequent screen changes would mean you would have to store the game map and redisplay it, something Extended BASIC isn't that good at without using the sluggish DISPLAY AT.
The original game was designed for up to four players, which could be tricky on the TI. You'd have to separate reading the two joysticks from the left and right keyboards, or split the keyboard into four sets of keys for each player to use.
Does anyone know if there is source code available? I've learned the hard way that re-implementation really requires COMMENTED source code if you want an accurate version.
Edited by hloberg, Wed Jan 9, 2013 3:55 PM.
Posted Wed Jan 9, 2013 7:47 PM
The disassembly was pointed to by a link in the thread I linked to. The site seems to be offline at the moment.
book marked the 'world of mule' looks like i can get a bunch good info there.
Posted Fri Jan 11, 2013 12:01 AM
Posted Fri Jan 11, 2013 1:48 AM
Posted Fri Jan 11, 2013 1:52 AM
HI Racoon Lad, is that bitmap mode or character mode?
Posted Fri Jan 11, 2013 2:11 AM
I suppose this is character mode.
Raccoon Lad is very talented in doing graphics. He did the Tutankham graphics for me (level maps, sprites and bit-map titlescreen)
Posted Fri Jan 11, 2013 9:32 AM
Wow. Well, now I have a bench mark.
Here's some graphics I put together for fun.
shop-ti3.png 3.88KB 48 downloads map-TI2.png 4.16KB 40 downloads
The map screen is partly based on the NES version of mule, but with the graphics improved and made compatible with the TI video chip.
Posted Fri Jan 11, 2013 9:53 AM
Posted Fri Jan 11, 2013 12:42 PM
Check out magellan, a nice tool (so I'm told) for designing graphics for the TI VDP chip. Sometimes also has a number of nifty tools for designing sprites, and has a collection of hundreds of fonts an associated tools. Check out section 4 of the utilities thread.
Edited by hloberg, Fri Jan 11, 2013 12:43 PM.
Posted Fri Jan 11, 2013 12:54 PM
Looks to be a broken link. Someone got a copy they could send me.
Edited by retroclouds, Fri Jan 11, 2013 12:56 PM.
Posted Fri Jan 11, 2013 1:45 PM
Thanks. FYI, also looks like grapefruit is also a broken link.
Hmmm, seems that codex took it down.
Here's a link to my (unofficial) updated version. While working on Tutankham I found some bugs in Magellan and I fixed those. Hence the "unoffical" updated version.
Seems that I need to update the Development Resources thread. Crazy how stuff breaks after a while
Posted Fri Jan 11, 2013 8:34 PM
Racoon Lad, just into graphics or did you have a TI-99/4A at some point ? Do you program too ?
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