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Posted Fri Jan 4, 2019 1:42 PM
Posted Fri Jan 4, 2019 2:07 PM
If you can share a zip file with the complete program so we can use Classic99 to debug in and find out what's going on, along with the assembly source code, I'm sure we can figure out what's going wrong pretty fast.
Posted Fri Jan 4, 2019 2:10 PM
Posted Fri Jan 4, 2019 4:05 PM
Posted Sat Jan 5, 2019 3:01 AM
I have sound assets for Bruce Lee if you are interested. It looks great!
I'll take what you got, is it all the sound effects or just the music?
Posted Thu Jan 10, 2019 10:06 PM
I have so many it is depressing. My problem is that when life gets in the way and I eventually return (even after just a few weeks), I have lost the thought process completely and can't even follow my own code. I need to learn how to document things so I can pick-up where I left off. I invested literally a few hundred hours in a single game (an adventure), and it is all gone.
Posted Thu Jan 10, 2019 11:57 PM
I'm glad I'm not alone in this. I started half a dozen threads here years ago for projects I never got finished, thinking that documenting them publicly would hold me to account. It did not.
Working on resurrecting a few of those ideas, but trying to stay quiet about them until I have something at least ready to test.
I did clean a year's worth of crap off my desk today and I sorted and filed a ton of pen-and-paper coding notes, so it's a start.
Posted Fri Jan 11, 2019 7:26 AM
To this end, I think in my family I will institute a sort-of Boxing Day, where we spend a day cleaning up rooms, offices, etc. to sweep up the clutter which has collected over the year in preparation for the upcoming new year so we can really start anew. A late-year Spring Cleaning, if you will.
Posted Wed Jan 16, 2019 12:32 AM
I don't know if this is relevant here, but the memory is not cleared in the lower 8K where your assembly routines would normally reside when you break and restart an XB program. I'm not sure what Matthew's routine is exactly doing, but it might be something to look at. Perhaps you can post the code for that routine?
Basically an assembly routine and map data is loaded via CALL LOAD. Then the visible map window can be updated with animation via the included display/scroll routine. The entire map is 56x72 tiles, displayed in a 28x12 "window" (so there are 2x6 "windows" of map).
This thread (on page has the bulk of the posts with the code, complete with long winded descriptions and videos:
Posted Wed Jan 16, 2019 12:46 AM
Indeed. The bug has now been "squashed." Adam helped me look at the code through new eyes and the problem became evident. He pointed out a couple of areas of potential conflict with how I was saving and loading the coordinates, and we determined that there was a small issue with the subroutine for the map-setting code.
Thanks again to matthew180 for giving me this lovely scrolling gift, and to Adam for helping me fix the issue I had. I have made some pretty substantial progress in the game since my last video update, and when I get some of these other projects off my plate, I will return to this game and hopefully find a way to make it playable. All the quest points are in place for the first world... you can actually play through the whole world and find the items you need to exit to the next world... it's getting there. I was making some significant progress in 2015 when this little issue occurred, and then progress stopped... It was a combination of frustration with the bug, a hard drive crash, and a few life-altering career changes and a cross-country move that put this thing on the back burner. Now that I'm settled (for now) I look forward to getting back to the game at some point.
Posted Mon Jan 21, 2019 5:49 PM
If it's interesting I don't know, but I do have some abandoned projects. Or maybe they are just paused...
I made a catalog program, which could read a floppy disk, assign a number to it and store all the files on it in a database. You then read the next disk, which got another number, and the files on that was added to the database.
The assigned number was stored in an unused part of the disk directory, so if you re-read the same disk, it would update the data from that disk in the database.
You could then get, for example, an alphabetic list of all your files, with the disk number they were stored on. Or get a disk catalog of a disk you didn't even have in any drive, provided it hadn't changed since last update, of course.
But when I had read several disks, the handling of the database got too slow. I didn't have any RAMdisk at that time. With one of these, I think it would have been useful. It did work, but took far too long to do anything useful, when the number of read disks passed well beyond 50.
I made a Turtlegraphics support library, to be 99% compatbile with Apple's integer Turtlegraphics for Apple Pascal II. What's there works, but I never got beyond coding all the color variants for writing text on the screen. Storage and retreival of parts of the screen is also missing.
I made a compiler and interpreter for a formatting language, intended to be used to display database records and other information on the screen. A good part of it works, but it never made it into any database software.
I could probably continue...
Posted Mon May 6, 2019 11:59 AM
Posted Tue May 7, 2019 10:48 AM
Prison Run II
A game I consider complete but not much of a game really. It's fun though.
Guide your player out of a max secure prison, avoiding the Laser beams that fire once in order, and then again at random, constantly until you get out of the building (you'll need the key to get the door open!)
Once outside, make your way to the clearing in the trees to make your escape but watch out for Rufus the Guard Dog! He's hungry and he's a bit of a twat so he'll chase you.
You get but one chance at this, one life. Good luck.
Control player with arrow keys. Push and hold against the key to collect it.
prison run 2.txt 10.59KB 6 downloads - Basic source code
PRISONRUN2.wav 12.78MB 4 downloads - WAV file (cassette) of the game, runs in both JS99er and Classic99 with OLD CS1
PRISONRUN2.zip 4.38KB 6 downloads - FIAD file
Here's the game running under standard TI Basic. It's slow but the original was worse! It's in this thread because it's interesting but it's been abandoned.
If anyone would like to modify or extend it feel free, the source is documented so you'll have no problems following it I hope.
Edited by Retrospect, Tue May 7, 2019 11:46 AM.
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