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Knight Lore


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#26 Asmusr OFFLINE  

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Posted Sat Jul 22, 2017 9:50 AM

Extremely impressive.

 

It pains me that the PEB, 32K, and FlashROM99 won't get me there. :-) Might have to step up one day to the other flash cart.

 

Thanks. If you have access to an EPROM burner you can also run it from a red cart:

https://www.arcadesh...tegory=16275020



#27 Ksarul OFFLINE  

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Posted Sat Jul 22, 2017 10:19 AM

I had a bit of label making fun today. . .here's the updated file.

Attached Files


Edited by Ksarul, Sat Jul 22, 2017 12:35 PM.


#28 ti99iuc OFFLINE  

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Posted Sat Jul 22, 2017 11:29 AM

Thanks. If you have access to an EPROM burner you can also run it from a red cart:
https://www.arcadesh...tegory=16275020

 
Interesting ! i thought that it was only woeking for the finalGROM so it will need a label :P

 

 

I had a bit of label making fun today. . .

 

There are some cool ideas on it i guess :) Jim you have a PM, please remember to left me an answer.


Edited by ti99iuc, Sat Jul 22, 2017 11:30 AM.


#29 Asmusr OFFLINE  

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Posted Sat Jul 22, 2017 11:46 AM

I had a bit of label making fun today. . .

 

Nice. My last name has two As.  ;) Shouldn't it be "conversion" or "port" instead of "adaptation"?



#30 Ksarul OFFLINE  

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Posted Sat Jul 22, 2017 12:25 PM

I'll fix that momentarily!



#31 Asmusr OFFLINE  

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Posted Fri Jul 28, 2017 10:12 AM

I have made some optimizations to the sprite drawing etc, so the game is running slightly faster now. To prevent the game from running too fast on empty screens, I have reintroduced the delay loop from the original game. The delay is shorter when more objects are drawn, and disappears for more than 6 objects.

 

There are lots of other ways the code could be optimized further, one would be to store shifted versions of all the sprites, another would be to utilize PAD RAM better. But it has to end somewhere, and I think it's running OK as it is. If anyone is interested the code is at github: https://github.com/R...s-M/Knight-lore

 

Since no bugs have been reported in the beta I hereby present the final version. The image is only 128K now because I could remove some duplicate sprite patterns.

 

It's a difficult game to get very far into with 5 lives. If you want to proceed a bit further, the number of lives can be changed at offset >0854 (hex) in the cartridge image with a hex editor, but please don't distribute patched images. Note that the trick of standing on and jumping from an object while picking it up is important for completing many screens. 

 

Here is a map I found on the net that will help you find your way to the central cauldron room.

 

Attached File  map.png   2.77MB   6 downloads

 

When the game begins you are randomly placed in one of four locations.

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#32 adamantyr OFFLINE  

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Posted Fri Jul 28, 2017 12:00 PM

Will the binary work with a FlashROM99? Or only the FinalGROM?



#33 Asmusr OFFLINE  

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Posted Fri Jul 28, 2017 12:28 PM

Will the binary work with a FlashROM99? Or only the FinalGROM?

 

No. Yes. One of the fundamental differences between the FlashROM99 and the FinalGROM99 is that the FlashROM99 only supports images up to 32K while the FinalGROM99 supports images up to 1MB.



#34 Asmusr OFFLINE  

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Posted Fri Jul 28, 2017 1:26 PM

I had a question about how to open it in Classic 99. Just go to Cartridge/User/Open and pick the file.

 

In JS99er, click Open Cartridge and pick the file.

 

In MAME/MESS you have to figure it out, but I forgot to attach the rpk when I posted the final, so here it is.

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#35 mizapf ONLINE  

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Posted Fri Jul 28, 2017 1:43 PM

# MAME < 0.187
mame64 ti99_4a -peb:slot2 32kmem -cart knightlore-final.rpk
 
# MAME >= 0.187
mame64 ti99_4a -ioport peb -ioport:peb:slot2 32kmem -cart knightlore-final.rpk


#36 Asmusr OFFLINE  

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Posted Fri Jul 28, 2017 2:22 PM

That's pretty amazing, I didn't realize when you said 'converted line by line' that you literally meant you converted the Z80 assembly directly. ;)

 

Hi Tursi, did you see this? He has converted automatically from Z80 to 6502.

http://atariage.com/...-wip-pentagram/



#37 ti99iuc OFFLINE  

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Posted Fri Aug 4, 2017 11:22 AM

My Label for this Game, hope you like it :)

it need to be cutted along the white angled signs to fit on the cartridge.

 

Attached File  KnightLore-Orange.jpg   493.46KB   3 downloads

 

 

and this is an homemade printed to try how it should appear on the Cartridge:

Attached File  IMG_20170803_231505_01_01.jpg   106.07KB   3 downloads



#38 palmheads OFFLINE  

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Posted Thu Aug 17, 2017 8:55 PM

Related to this thread with machines where previously an isometric game would have been "impossible" ... on the ZX81 forum a isometric game has been developed for a 16k expanded standard ZX81 using pseudo hi-res.

 

http://www.sinclairz....php?f=4&t=1853

 

Pretty amazing when you think of the limitations of the ZX81.


Edited by palmheads, Thu Aug 17, 2017 8:58 PM.


#39 Asmusr OFFLINE  

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Posted Thu Aug 17, 2017 10:26 PM

Related to this thread with machines where previously an isometric game would have been "impossible" ... on the ZX81 forum a isometric game has been developed for a 16k expanded standard ZX81 using pseudo hi-res.

 

http://www.sinclairz....php?f=4&t=1853

 

Pretty amazing when you think of the limitations of the ZX81.

 

Wow, that's crazy. I never understood how they do the hi-res.



#40 Vorticon OFFLINE  

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Posted Sat Aug 19, 2017 12:54 PM

From looking the at the ZX81 project pictures, there seem to be a very limited number of unique monochromatic tiles used to create most of the rooms. There is hardly any detail to the walls and the archways have been replaced by rectangular structures likely to economize on tiles. And since this is an isometric geometry, the tile alignment will always be along fixed axis. That said, given that the ZX81 does not have character definition functions, I have no idea how the author created the tiles to start with...  One could presumably do something similar in TI Basic or XB using character definition and a bunch of CALL HCHARs, with plenty of characters left over for objects.



#41 Tursi OFFLINE  

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Posted Sat Aug 19, 2017 1:32 PM

I remember seeing code way back in the day to redefine the character set on the ZX81. I don't remember the details, I think it changed a pointer from ROM to RAM or something, but it can do it.

#42 Asmusr OFFLINE  

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Posted Sat Aug 19, 2017 1:40 PM

There is a kind of explanation here:

http://www.sinclairz...start=10#p19122

 

And a video:



#43 palmheads OFFLINE  

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Posted Sat Aug 19, 2017 7:55 PM

Yeah even back in the day alot of Pseudo hires games were developed for the ZX81. Some of the more famous ones were Forty Niner, Rocketman etc.

 

From what I understand, effectively the ZX81 display is software based - a display file is written. Some clever clogs figured out you can effectively rewrite that display file yourself (with limitations).

 

Some formatting issues, but this page is really comprehensive explaining the techniques

 

http://www.user.dccn...eo Tutorial.htm

 

Also this

http://www.picturevi...x81/highres.txt


Edited by palmheads, Sat Aug 19, 2017 7:57 PM.


#44 Tursi OFFLINE  

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Posted Sun Aug 20, 2017 1:35 AM

Ooh, neat! Looks like I'm wrong about being about to move the character set to ram, so a cool trick!

#45 palmheads OFFLINE  

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Posted Sun Aug 20, 2017 4:20 PM

A bit like js99er, there is a cool javascript ZX81 emulator here:

http://www.zx81stuff...x81/jtyone.html






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