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M.U.L.E. for TI

PROGRAMMING ATARI MULE

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#101 hloberg OFFLINE  

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Posted Tue Feb 5, 2013 6:46 PM

They come across slurred over a beer in a bar. ;)

I'm getting this hilarious mental image of two drunks at a local pub arguing over the complexities of RPN math, now. Too weird. :grin:

Edited by hloberg, Tue Feb 5, 2013 6:47 PM.


#102 Lee Stewart OFFLINE  

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Posted Tue Feb 5, 2013 6:55 PM

They come across slurred over a beer in a bar. ;)


...well...maybe 2 or 3...then I might even make more sense! :P

#103 JamesD OFFLINE  

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Posted Tue Feb 5, 2013 6:56 PM

I'm getting this hilarious mental image of two drunks at a local pub arguing over the complexities of RPN math, now. Too weird. :grin:

I was actually going to post a line of odd looking Forth but I thought people might think I was already drunk.

Edited by JamesD, Tue Feb 5, 2013 6:56 PM.


#104 hloberg OFFLINE  

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Posted Tue Feb 5, 2013 7:26 PM

took an earlier suggestion and started a blog on the project.
http://www.atariage....e-for-the-ti99/

#105 Willsy OFFLINE  

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Posted Thu Feb 7, 2013 4:20 AM

I've subscribed to your blog! Game on!

#106 hloberg OFFLINE  

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Posted Fri Feb 8, 2013 11:33 AM

for non-blog readers here are graphics so far and blog:
http://www.atariage....mules-7x9-grid/

Attached File  mapscreen1mule wider 7x9 v2.JPG   19.39KB   17 downloads

#107 hloberg OFFLINE  

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Posted Thu Feb 14, 2013 9:56 AM

Here is all the graphics so far. These are three of the four main game screens and hardest. I used all the characters in XB for store and map. When I redo the graphics for C99 I'll have lots more characters and can expand the graphics.
The Wampus will be bitmap loaded in on demand.
Left is the bidding screen, which is real simple and will do later.
The opening screen I will do as one package. I may have the whole opening and setup menus as separate program which calls the main program.
Now move on to music and logic.
Here they are:
Attached File  STORE.JPG   29.87KB   12 downloads
Attached File  WAMPUS.JPG   33.31KB   21 downloads
Attached File  mapscreen1mule wider 7x9 with mtns.JPG   21.34KB   19 downloads

PS my project blog is: http://www.atariage.com/forums/blog/528-creating-mule-for-the-ti99/

Edited by hloberg, Thu Feb 14, 2013 12:21 PM.


#108 Tempest ONLINE  

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Posted Thu Feb 14, 2013 10:19 AM

Looking good! I've never been a huge fan of MULE (I didn't grow up with it as there is no Apple II port), it's nice to see stuff like this for the TI.

#109 hloberg OFFLINE  

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Posted Thu Feb 14, 2013 12:19 PM

Looking good! I've never been a huge fan of MULE (I didn't grow up with it as there is no Apple II port), it's nice to see stuff like this for the TI.

It was always a mystery to me why EA never ported a copy to the Apple II.The port from A800 to Apple II wasn't all that hard.

#110 JamesD OFFLINE  

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Posted Thu Feb 14, 2013 1:09 PM

It was always a mystery to me why EA never ported a copy to the Apple II.The port from A800 to Apple II wasn't all that hard.

It does seem strange when you consider Archon came out at the same time and Archon was on both machines.
I'm guessing it was the decision of the authors.

#111 Tempest ONLINE  

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Posted Thu Feb 14, 2013 1:12 PM

It does seem strange when you consider Archon came out at the same time and Archon was on both machines.
I'm guessing it was the decision of the authors.

Maybe it was because the Apple can't easily support 4 players without some sort of special controller?

#112 JamesD OFFLINE  

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Posted Thu Feb 14, 2013 1:32 PM

Maybe it was because the Apple can't easily support 4 players without some sort of special controller?

As opposed to the C64 which can? :)

#113 Tempest ONLINE  

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Posted Thu Feb 14, 2013 1:35 PM

As opposed to the C64 which can? :)

The C64 had two controller ports which is one more than the Apple II had. While it's true there was an internal 'paddle' port, I'm not sure how useful that was.

#114 JamesD OFFLINE  

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Posted Thu Feb 14, 2013 1:39 PM

The C64 had two controller ports which is one more than the Apple II had. While it's true there was an internal 'paddle' port, I'm not sure how useful that was.

What screen couldn't be implemented with paddles?

#115 hloberg OFFLINE  

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Posted Thu Feb 14, 2013 1:39 PM

The C64 had two controller ports which is one more than the Apple II had. While it's true there was an internal 'paddle' port, I'm not sure how useful that was.

I guess that didn't want to have to mess with Apple II's 'you will need a Mocking board, joystick board etc... to run this game shtick.
After a second thought, maybe the Apple wouldn't have been such a close translation after all. :grin:

#116 Raccoon Lad OFFLINE  

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Posted Fri Feb 22, 2013 4:19 PM

Here's another idea for the map screen: Instead of outlining the plot, just color the ground the same as the player's color. I think that makes it much clearer who's plot it is.
Attached File  map-TI4.png   3.75KB   12 downloads

#117 hloberg OFFLINE  

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Posted Sun Feb 24, 2013 5:49 PM

Here's another idea for the map screen: Instead of outlining the plot, just color the ground the same as the player's color. I think that makes it much clearer who's plot it is.
Attached File  map-TI4.png   3.75KB   12 downloads

Agreed.
The only problem I foresee is possibly running out of characters. I'll check into it though.

#118 sometimes99er OFFLINE  

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Posted Mon Feb 25, 2013 12:03 AM

Maybe a compromise like ...

Posted Image

#119 TheMole OFFLINE  

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Posted Mon Feb 25, 2013 10:26 AM

I prefer the original bracket/outline approach. Also looks closer to how modern strategy/resource management games display their stuff and makes for a less visually aggressive image. These graphics are BTW very polished and professional looking, kudos.

#120 JamesD OFFLINE  

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Posted Mon Oct 28, 2013 6:11 AM

Anymore progress on this?



#121 hloberg OFFLINE  

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Posted Tue Oct 29, 2013 8:38 PM

Anymore progress on this?

Changed jobs to one that makes more money (yah!) but a lot less free time (boo), so yes, I'm still working on it but very slowly. 

Right now testing XBASIC compiler to see if it will fill my needs for the game since now I really don't have the time to learn a new language.

The compiler looks like it will do, very fast and does everything... mostly. 







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