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PArsec for 2600

parsec ti-99 multi-sprite

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#26 hloberg OFFLINE  

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Posted Thu Jan 19, 2017 1:57 PM

 

I'd love to do an Android version :)

 

Time is against me at the moment, as can happen to us hobbyist programmers... If anyone wants to volunteer I'd be glad to impart what I've learned plus all the assets etc...

I done some android programing in java. is your IOS version in 'C'?


Edited by hloberg, Thu Jan 19, 2017 1:58 PM.


#27 hloberg OFFLINE  

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Posted Thu Jan 19, 2017 5:24 PM

NEW AND IMPROVED! Beta. DPC+ version.

You have to hit the enemy ship twice to destroy it. this is the way TI Parsec worked. No levels yet and only playing single enemy.

Attached File  X2a-1e.bas.bin   32KB   54 downloads


Edited by hloberg, Thu Jan 19, 2017 8:24 PM.


#28 Arenafoot OFFLINE  

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Posted Thu Jan 19, 2017 8:46 PM

NEW AND IMPROVED! Beta. DPC+ version.

You have to hit the enemy ship twice to destroy it. this is the way TI Parsec worked. No levels yet and only playing single enemy.

attachicon.gifX2a-1e.bas.bin

nice graphics!!......awaited the AI in the game now.......



#29 hloberg OFFLINE  

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Posted Fri Jan 20, 2017 1:35 PM

for those who have never seen the prototype TI-99 Parsec, here is a on-line javascript TI-99 emulator. at the bottom choose 'software' > 'games' > 'Parsec'.

Fire is the '.' button and up and down are the arrow keys.

 

http://js99er.net/



#30 hloberg OFFLINE  

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Posted Fri Jan 20, 2017 1:39 PM

nice graphics!!......awaited the AI in the game now.......

thank you for the complement.

FYI: downloaded your spreadsheet on homebrews, thanks



#31 hloberg OFFLINE  

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Posted Wed Feb 1, 2017 2:30 PM

a very incomplete swooper beta. what i'm proud about is i got a ship to swoop at an angle without much code.

more complete coming later.

Note: I haven't tested it on a real 2600 with my Harmony cartridge but I found that the screen flickers unless you turn off v-sync in stella.Attached File  X2b-swoop.bas.bin   32KB   70 downloads



#32 hloberg OFFLINE  

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Posted Mon Feb 6, 2017 1:53 PM

Here is a little game that I made up called Eagle One. It started out as a 'proof of concept' for my Parsec game I'm doing in DPC+. Its programmed in the default kernel

Simple game: the enemy shots at you. You have to hit the enemy 3 times to destroy it (the enemy ship changes color each hit.) After 3 shots your laser gun overheats and your ship turns red for a moment and you can't shot till it turns back. more times you are hit the longer it takes for the laser to cool down. the right life bar is time left to clear the enemy. left life bar is how many ships you have (only shows max of 4). Every 30 points you get an extra ship.

included .bin and listing. oh, and don't hit the ground.

Enjoy.

Attached File  EagleOne.zip   3.31KB   37 downloads


Edited by hloberg, Mon Feb 6, 2017 2:50 PM.


#33 hloberg OFFLINE  

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Posted Mon Mar 13, 2017 9:59 AM

I just found out I'm going to be very, very busy over the next year. So, that this program doesn't go into the deep freeze for a very long time I'm posting the Parsec I was doing in batari. lots of it is done but still more to do. about 60-70% is done. If you want to complete the project, just download the files and give me credit. if you want to make a cartridge, we can talk about that too.

if no one picks it up i'll finish it myself much later on.

update, since I am taking the game back, I removed the files.

HLO

 


Edited by hloberg, Sun Apr 16, 2017 5:54 PM.


#34 --- Ω --- OFFLINE  

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Posted Mon Mar 13, 2017 10:05 AM

I hope to see someone pick this up and run with it.



#35 hloberg OFFLINE  

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Posted Mon Mar 13, 2017 11:13 AM

I hope to see someone pick this up and run with it.

if no one does, I should have time toward end of year. just if someone wanted to move forward before that I give my blessing.



#36 hloberg OFFLINE  

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Posted Sun Apr 16, 2017 5:52 PM

OK, I'm back at it. didn't like the contract after all that was going to take me to EOY. too many hours.

As for the game, I solidified that I'm going to do the program in standard kernel with SC. Gives me the best balance to play-ability vs looks. 

will be updating the game while still maintaining the feel. Too exactly emulating the game on the 2600 made it, not so good. So I will be playing to the strengths of the 2600 to make game fun and challenging.


Edited by hloberg, Sun Apr 16, 2017 5:52 PM.


#37 hloberg OFFLINE  

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Posted Thu Oct 19, 2017 9:39 PM

after a lot of interference from the real world and much changing of mind I have made some progress on the Parsec 2600.

https://fieldmousetech.wordpress.com/ 

that is my tech blog and here are some youtube videos of the meteor and single enemy with scrolling

https://www.youtube....h?v=Gs8RheHNZmY

https://youtu.be/v9KsTlVcG2Q

 

next is swoopers, very much hard.

 

I programming the thing in the multi-sprite kernel.

still got a lot to do but at least making progress.







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