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nanochess

Member Since 11 Jul 2011
OFFLINE Last Active Today, 6:38 AM

#4033952 stupus coleco collection

Posted by nanochess on Thu May 24, 2018 5:37 PM

Beatiful! :lust:


#4032343 Bird's nest...

Posted by nanochess on Tue May 22, 2018 10:29 AM

Maybe it will not become commercial but I love what JohnPCAE is doing.

Keep up the good work :)


#4024666 4K Short'n'Sweet game contest

Posted by nanochess on Thu May 10, 2018 7:10 AM

 

Any updates?

 

It's being tested with voice.




#4024077 "The Minstrel’s Legend” An Intellivision RPG?

Posted by nanochess on Wed May 9, 2018 8:55 AM

Not sure why the short link doesn't work.

 

Here is a direct link http://intvprime.com...point-may-2018/

 

It looks cool.




#4023379 IntyBASIC Negative Number Display/Handling?

Posted by nanochess on Tue May 8, 2018 8:15 AM

I thought Nanochess did that mistake on purpose, as an exercise to the reader (mainly First Spear). I was about to comment about it, but I wasn't sure if I was missing out on some smart detail so I didn't.

 

Yes, it has reached that point that when Nanochess posts code snippets, I'm more willing to think he has come up with something spectacularly clever than having made a typo... The same goes for Intvnut and some others.

 

Well, there are days when I'm not so smart :dunce:




#4023007 IntyBASIC Negative Number Display/Handling?

Posted by nanochess on Mon May 7, 2018 5:12 PM

 

My approach is marginally faster.  Mostly, it's a lot smaller (both in source and in executable size), and less intrusive looking.  It's perhaps also harder to get wrong.   ;)

 

For example, nanochess's THEN and ELSE clauses need to be swapped:

.

Before:


' Note: for use with 8-bit signed values (declare with SIGNED), for 16 bits values use #a
IF a < 0 THEN PRINT <3>,a ELSE PRINT "-",<2>-a


Corrected:


' Note: for use with 8-bit signed values (declare with SIGNED), for 16 bits values use #a
IF a < 0 THEN PRINT "-"<2>,-a ELSE PRINT <3>-a

 

Learn kids, don't write code when you don't have 100% your attention on it :P

 

Edit: I've edited the post, thanks Joe! :)




#4022644 IntyBASIC Negative Number Display/Handling?

Posted by nanochess on Mon May 7, 2018 7:43 AM

' Note: for use with 8-bit signed values (declare with SIGNED), for 16 bits values use #a
IF a >= 0 THEN PRINT <3>,a ELSE PRINT "-",<2>-a



#4019997 Astro Invader coming soon for the Intellivision

Posted by nanochess on Wed May 2, 2018 6:22 PM

Reading these messages I think this is a conspiration to keep this thread high :P

 

And don't go telling me you're not financed by martians :dunce: we all know area 51 exists :dunce:




#4018506 4K Short'n'Sweet game contest

Posted by nanochess on Mon Apr 30, 2018 3:42 PM

Thank you! :)

 

I don't have forgot to improve Borzork ;) currently I've implemented a ton of missing features in relation to arcade.

 

Just a screenshot of initials entry :grin:

 

Attached File  screenshot1.png   2.56KB   2 downloads




#4018238 The official METEORS thread - IntellivisionRevolution

Posted by nanochess on Mon Apr 30, 2018 9:13 AM

I need to say that if we multiply the number of options then this is a 36 in 1 game :grin:

And of course I've done my magic to allow Intellivision to handle so many objects in screen ;)


#4016395 Woody Woodpecker?

Posted by nanochess on Fri Apr 27, 2018 12:50 PM

Here you go

 




#4010406 Entry 2018: Boot Hill

Posted by nanochess on Wed Apr 18, 2018 4:51 PM

I think I did request a function that behaved like the put_frame function that the Colecovision bios has, I think MSX also has that.  Put_frame only check the x.  Which is block copy of ROM to be upload to the VRAM memory.  I don't know if Intybasic let you make your own function that takes arguments.  I would make a for loop to do block copy to specific region to the backtab.

For example is my block copy to print group of tiles to backtab:

#scenepointer=77:x=4:y=2
gosub drawscene

drawscene:procedure
for i=0 to 76
poke $200+x+(y*20),jailpic1(#scenepointer+i)
x=x+1
if x=15 then y=y+1:x=4
'wait
next i
return
end


You can replace your code with this and it will be way faster:

drawscene: PROCEDURE
  SCREEN jailpic1, #scenepointer, x + (y * 20), 11, 7, 11
  END



#4010206 Pretty printer for TMS9900 assembler source code

Posted by nanochess on Wed Apr 18, 2018 11:41 AM

Hi everyone.

I've enhanced my pretty6502 formatter to allow for TMS9900 assembler source code plus xas99 directives/syntax.

It works very well with my games Astro Cube and Borzork.

Of course it could need more testing ;)

Enjoy it!

https://github.com/n...eleases/tag/0.5


#4009848 Pretty printer / formatter for CP1610 assembler code

Posted by nanochess on Tue Apr 17, 2018 7:23 PM

Hi all.

Today I got the idea of tinkering with pretty6502 my pretty printer / formatter for 6502 source code and I thought it would be nice to do same for CP1610 assembler code (the processor used in Intellivision)

Typically I dismiss formatting when developing a game because I want to finish fast :) so this utility really helps :)

Enjoy it!

Download URL for pretty6502 v0.4 https://github.com/n...ty6502/releases

Sample of code before formatting (from Princess Quest): (BTW the left side had Tab and space mix/match causing horizontal deviation in TextEdit but for some reason it doesn't happen here)
 
	;
	; Se prepara para secuencia de victoria
	;
        CALL secuencia_final
        MVII #victoria_1,R0
	MVII #$0218,R1
	MVII #$0c,R2
	CALL copia_pantalla
        MVII #victoria_2,R0
	MVII #$022c,R1
	MVII #$0c,R2
	CALL copia_pantalla
	MVII #300,R0
@@5:    PSHR R0
        CALL actualiza_sprites
        CALL espera_cuadro
        CALL mueve_monigotes
        PULR R0
        DECR R0
        BNE @@5
        MVII #victoria_3,R0
	MVII #$0253,R1
	MVII #$0e,R2
	CALL copia_pantalla
	MVII #500,R0
@@15:   PSHR R0
        CALL espera_cuadro
        PULR R0
        DECR R0
        BNE @@15
After pretty printing it:
 
        ;
        ; Se prepara para secuencia de victoria
        ;
        CALL    secuencia_final
        MVII    #victoria_1,R0
        MVII    #$0218,R1
        MVII    #$0c,R2
        CALL    copia_pantalla
        MVII    #victoria_2,R0
        MVII    #$022c,R1
        MVII    #$0c,R2
        CALL    copia_pantalla
        MVII    #300,R0
@@5:    PSHR    R0
        CALL    actualiza_sprites
        CALL    espera_cuadro
        CALL    mueve_monigotes
        PULR    R0
        DECR    R0
        BNE     @@5
        MVII    #victoria_3,R0
        MVII    #$0253,R1
        MVII    #$0e,R2
        CALL    copia_pantalla
        MVII    #500,R0
@@15:   PSHR    R0
        CALL    espera_cuadro
        PULR    R0
        DECR    R0
        BNE     @@15
There are several options for formatting available, trying to fit all styles ;)


#4007287 My non-working TI-99/4A

Posted by nanochess on Fri Apr 13, 2018 8:31 PM

Amazing news! :)

broettger generously sent me a working TI-99/4A as a gift with condition of putting sound in Borzork ;) don't worry I'll do it

He sent me also joysticks (cool! because that's another feature requested) plus some cartridges, so I'm in TI99 heaven :lust:

So thanks a lot!

BTW, my FinalGROM99 came and I could test myself Borzork and Astro Cube. :)

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