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nanochess

Member Since 11 Jul 2011
OFFLINE Last Active Yesterday, 7:18 PM

#3890249 Mockup of what MR. TURTLE might look like on intellivision

Posted by nanochess on Tue Nov 14, 2017 10:50 AM

BTW when the turtle dies you could make it a red flashing color (color 2, 12 and 15 I think) because it gets "hidden" by the blue background.

It could move its legs while falling.


#3888249 Open fantasizing - What games you'd like to see made for the CV?

Posted by nanochess on Sat Nov 11, 2017 9:51 AM

Those are nice, although you'd rarely see the bullets traversing the screen because of the 4-sprites-per-scanline limit. :)

I had a nice idea for Dracula (the vaporware title) the other day: The description of the game on the flyer states that you're a detective in London trying to stop Dracula. The problem here is that the mockup screenshot is so open-ended that one can only imagine how the actual game works. However, I think the game could actually follow the description on the flyer quite literally.

You've been informed that Dracula is currently "visiting" London, and that he plans to take a bride with him back to Transylvania. As a brilliant detective, you've managed to narrow the list of possible target victims down to four women (or possibly a fifth unnamed woman who you may have to identify during the course of the game). You don't know for sure which woman Dracula will select, but you do know that he will come to his victim's bedroom at midnight, and turn her into a vampire unless you get there first!

The game would be similar to Police Quest or Leisure Suit Larry (but without the humor, obviously). You'd work with a map of London (similar to the map in the boardgame Scotland Yard) and you would be limited to certain points of interest on this map. As you visit these locations and talk to people, pick up documents and other assorted objects that provide clues, more points of interest would pop up on the map. If you gather enough clues before midnight and figure out which women will be Dracula's victim, you will go to her house and protect the girl. To do this, you'd have to collect certain items along the way, like a cross, garlic and a stake. And those would not be easy to find at such a late hour, obviously. Even mundane information like the address of the women would need to be uncovered. And you'd have to gather all clues, objects and intel quickly, as the clock ticks down to midnight. :)

Following my ideas, the screenshot on the flyer actually shows the end of the game, where you face Dracula with all the "weapon items" collected. The "00000" under the clock would be the "mystery meter": When you start the game, the meter starts at something like 50000 points, but as you gather significant clues, the meter goes down, and when it reaches zero, you know that you found all the clues you're going to find in the game, and now you just have to deduce which woman is Dracula's target based on the information you've collected.

The game would be heavy on randomization: The clues, character encounters, map locations, etc. would vary from one game to the next, so you never really play the same game twice, and you're never sure which woman Dracula will select. You'd face various types of dangers along the way, and if you lose too much energy (indicated by the digit display under "1-UP" on the screenshot) you faint and wake up in the hospital the next morning, and learn in the newspaper which woman "disappeared without a trace" the previous night.

Not sure what I would do with the lives counter (the four heads at the top-left corner of the screen) but I'd figure something out. In fact, I may have an idea already... :) The real challenge would be to make this game fit in 32K... :P

 
I would be glad to write a game based on anything you could came up :) because you really write very good specifications.

Edit: in case someone doesn't remember it, I wrote Remember the Flag based on Luc specs ;)


#3885833 Intellivoice detection

Posted by nanochess on Tue Nov 7, 2017 6:39 PM

In IntyBASIC v1.2.9 now you can use the syntax VOICE.AVAILABLE to check for Intellivoice available.


#3885825 IntyBASIC compiler v1.2.9: The good things are now better!

Posted by nanochess on Tue Nov 7, 2017 6:35 PM

Just released version 1.2.9, download at first post.
 

New in version 1.2.9:

  • Moved screen clearing at the very start of program to avoid brief title screen in Sears Intellivision.
  • Added missing C7 note in internal tables.
  • Solved MUSIC.PLAYING failing with MUSIC JUMP.
  • More optimization saving flags state across instructions.
  • Solved bug in PEEK optimization when source address was incremented between two PEEKs.
  • More indications in manual, including documenting CONT3 and CONT4.
  • VOICE.AVAILABLE for checking Intellivoice available.
  • VOICE.PLAYING for checking Intellivoice playing.
  • Solved several bugs in IntyColor and added some new features (replacement of color, generation of cards without checking duplicates, and process of images in chunks of 16 pixel high for MOB generation)



#3884988 Pretty printer / formatter for 6502 assembler code

Posted by nanochess on Mon Nov 6, 2017 1:56 PM

The new release allows indenting of nested preprocessor directives (IF/ENDIF).

Can you add an option to have the labels in its own line?

 
Now it can be done :)
 

Very nice!
 
Another feature request: I'd love a command-line option to allow for re-casing all mnemonics into either lower or upper case.


Just implemented! :)


#3884581 Aardvark for Atari VCS/2600

Posted by nanochess on Sun Nov 5, 2017 9:57 PM

Looks and plays really great!

I am having one problem though. When i play a stage that has two paths down in the exact same place (x position), it is very difficult to only go down one level instead of two.

I'm working in a solution ;)


#3884208 Aardvark for Atari VCS/2600

Posted by nanochess on Sun Nov 5, 2017 12:34 PM

At last I can show a picture from the most recent display kernel by Thomas after lots of fixing ins and outs to interface it to the core game and moving to F8SC mapping.

It includes multicolor sprites, assymetrical holes in tunnel floors and textured floors.

Edit: forgot to say the number of tunnels is now 8 like the arcade ;)

Aard_0020dae2.png
Aard_0020ea3e.png


#3883218 Pretty printer / formatter for 6502 assembler code

Posted by nanochess on Fri Nov 3, 2017 10:22 PM

Hi all.

I've wrote a pretty printer for 6502 assembler code because Aardvark was a mess of tabs and spaces, so I needed something to make it uniform.

I hope it's also useful for someone else.

REMEMBER: DON'T APPLY IT OVER YOUR ORIGINAL SOURCE CODE, MAKE A BACKUP FIRST!!! (it works for me but it could have hidden bugs)

https://github.com/n...hess/pretty6502

Please share your impressions :)


#3881412 Aardvark for Atari VCS/2600

Posted by nanochess on Wed Nov 1, 2017 11:50 AM

Released the 9th version demo'ed at PRGE 2017, check the >big< list of changes in first post ;)

BTW, glad to say Thomas Jentzsch is now aboard and he has improved vastly my display kernel and also I'm going to implement some awesome features to the core game ;)

Also I'm going for a F8SC kernel because these features really deserve it :grin:

So expect more news soon ;)


#3881021 Cookie Monster Munch for the Colecovision

Posted by nanochess on Tue Oct 31, 2017 9:54 PM

Going very nice! :)

In the title screen you could use a black sprite for border to avoid color spilling in the monster face.


#3880933 Rock Cutter Atari 2600 Demo

Posted by nanochess on Tue Oct 31, 2017 7:09 PM

Looks nice! A small animation for rock cut would be great :)


#3880930 Happy Halloween, Intellivision Brotherhood!

Posted by nanochess on Tue Oct 31, 2017 6:59 PM

I think this one qualifies....
 
 
 
Happy Halloween!!2f825a85b8fc00c527331100b870f9ef.jpg


Today I'm far more cute! even grow hair! :ahoy:

22853413_853951981396543_2633268029633272590_n.jpg


#3879857 The Official MOON BLAST thread - IntellivisionRevolution homebrew

Posted by nanochess on Mon Oct 30, 2017 10:27 AM

PM sent :) just to make DZ-Jay annoy me :P


#3877837 What is your goal for 2017 (intv speaking)?

Posted by nanochess on Fri Oct 27, 2017 2:40 PM

I feel pretty stupid of not having released a new version of IntyBASIC since October 2016, no big changes but there are a few bugs that need urgent update :dunce:

 

Wanted to be at 125 loose Intellivision cartridges by this year, but looks like I'll have to wait because I've had a conversation with the green things in my pocket :ponder:

 

The good news is that I've got Oregon Bound released in record time and I'm working in the new levels for Miner 2049er :grin:

 

In another good news, I've had a pair of ideas for new games, but in the bad news, I don't have enough time to start them :P that's a shame because I wanted to help to break the record of releases this year just to make eric7100 to be happy :evil:




#3877161 IntyBASIC Drawing Blocks with Correct Color?

Posted by nanochess on Thu Oct 26, 2017 3:12 PM

Thanks! That worked. I was trying to come up with a Procedure callable throughout my game blank out parts of the screen regardless of back color, rediscovered #BACKTAB, and here I am.

It would be cool (ie better for lightweights like me) if a new PRINT statement could write GROM with any foreground color on any CS background. I understand that would not be straightforward, just wishing.


This is already supported in IntyBASIC:

PRINT COLOR 7,"\33\34\35"    ' Prints ABC from GROM in color 7
PRINT COLOR 7,"\256\257\258"  ' Prints first 3 GRAM in color 7
PRINT COLOR $1007,"\256\257\258" ' Prints first 3 GRAM in color 15 (not possible with GROM)
Only the colors 0 to 7 are available for GROM usage in Color Stack mode.