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nanochess

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nanochess last won the day on October 27 2022

nanochess had the most liked content!

About nanochess

  • Birthday November 4

Profile Information

  • Custom Status
    Coding something good
  • Gender
    Male
  • Location
    Mexico City
  • Interests
    MSX, Colecovision, Atari VCS/2600, Intellivision, Sega Master System, TI-99/4A, NES.
  • Currently Playing
    Mr. Chess for Intellivision ;)
  • Playing Next
    I should make something new! ;)

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  1. Your game is an amazing piece of work, my friend. Thanks for developing it!
  2. Hi all. The game Dragon's Lair for TI99/4A by HarmlessLion with official license from Digital Leisure Inc. Only two hundred 155 units were made. The full digitized video of the arcade game is in the cartridge. In good state and working. $700 USD Free shipping to USA, Canada and Europe. Only Paypal. No PO boxes.
  3. If your scoring is in múltiples of 100 points, you can do the following: PRINT <5>#score,"00" #score = #score + 1 ' For adding 100 points
  4. I never could make CP/M to boot with CoolCV, it gets stuck in the loading screen. I'll try to give another look as CP/M tends to be pretty compatible because every disk access passes through the BIOS.
  5. Maybe you didn't noticed the single space between quotes to clean when life changes between 100 and 99. For the other case, test the variable before decreasing. IF life > 0 THEN life = life - 1 Or also: IF money >= number THEN money = money - number
  6. That's right. You have eagle eyes. This image uses magic sprites, but only two maximum in a horizontal row because there is a kind of cursor over the image made by 2x2 sprites.
  7. My tools aren't drag&drop, but you can do same in three commands: tmscolor -b image.bmp image.bas cvbasic image.bas image.asm gasm80 image.asm -o image.rom Btw, there is another recent image where I had to make some adaptations to get it nice (also I got some help of the artists in the 2nd pass): https://github.com/nanochess/240pTestSuite_colecovision/blob/master/donna.bmp
  8. The TMS9918A screen is separated in three areas (the top one, the middle one, and the bottom one). Each of these areas comprises 256 characters of 8x8 pixels that can be defined to any bitmap/color combination (with the 2 colors per line limitation). CVBasic creates a mode that is kind of "easy" to understand. You can define 256 characters, and place this character anywhere on the screen using the pattern area in VRAM ($1800-$1aff addresses). Each time you define a character with CVBasic (using DEFINE CHAR and DEFINE COLOR), the routines in CVBasic duplicate these data to the three areas. For example, defining the character 128 with DEFINE CHAR will copy 8 bits to VRAM $0400-$0407, $0c00-$0c07, and $1400-$1407. The color data will be in $2400-$2407, $2c00-$2c07, and $3400-$3407. How to determine which character you hit with a sprite? row = (y_sprite + 8 ) / 8 col = (x_sprite + 8 ) / 8 IF VPEEK($1800 + row * 32 + col) = character_number THEN REM we hit the expected character number This will be the most used mode (CVBasic MODE 0) because it provides an easy way to handle tiles, and also an easy way to detect hits against tiles. How to relate color and bitmaps? Let's take an example of Viboritas.bas DEFINE CHAR 128,1,bitmap_data DEFINE COLOR 128,1,color_data VPOKE $1800,128 ' Draw it in the upper-left corner of the screen. WHILE 1: WEND bitmap_data: BITMAP "........" BITMAP "XXXXXXX." BITMAP "XXXXXXX." BITMAP "........" BITMAP "XXX.XXXX" BITMAP "XXX.XXXX" BITMAP "........" BITMAP "........" color_data: DATA BYTE $11,$6E,$6E,$6E,$6E,$6E,$6E,$11 The periods are taken as zero bits, and the X letters are taken as one bits. That is zero and one. The VDP processor will interpret zero as background color, and one as foreground color. The color data has two nibbles (4-bit hexadecimal digits) for each row of the character. The upper nibble (bits 7-4) is the foreground color, while the lower nibble (bits 3-0) is the background color. So this bitmap in particular will have a top line in black ($11), followed by six lines with red bricks and gray cement ($6e), followed by a final line in black ($11). This color management is a lot better than the Intellivision and Spectrum one, where only two colors could be used for the whole character.
  9. CVBasic starts by default in the higher resolution mode of 2 colors per 8x1 scanline. This is significatively better than ZX Spectrum or Intellivision. There is also MODE 2 where each 8 characters share a single foreground/background color.
  10. This syntax isn't implemented yet. Any use of an expression will output the value. I need to have a zero-padded option and a space-padded option.
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