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Member Since 8 Mar 2013
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#4260444 Bouncy's obstacle course

Posted by Asmusr on Yesterday, 10:26 AM

Any excuse to fire up the TI is a good excuse, and this is certainly a good one!

I fired up the previous beta in classic99, loved it. Trying to refrain from playing any more until you release the EA5 version so i can try it on real metal via TIPI! :-D


I found a way to build both versions from the same code, so here you are.

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#4259800 Bouncy's obstacle course

Posted by Asmusr on Wed Apr 17, 2019 10:32 AM

Thanks for the good feedback on the previous version. I think this will be the final beta version.  ;)


I have added two more levels (10 levels total), a finish line, and an end screen, and I'm running out of space in the 16K ROM.


[Edit: and the Speed run level (4) is now twice as long.]


You can play the game using a joystick (left, right, fire) or keyboard (s, d, space), depending on which key you press to start the game. Press S on the start screen to turn speech on/off.


I would like some feedback on how difficult the game is, so it would be great if you would post the highest level you have reached.


This game doesn't require 32K RAM, but I know some people would like an E/A#5 version, and I will create that when the game has been beta tested and no more changes are required.


Attached File  js99er-20190417183046.png   5.32KB   2 downloads

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#4256540 Dragon's Lair is sold out!

Posted by Asmusr on Fri Apr 12, 2019 9:13 AM

The 128 MB cart would be interesting for other games. With that much memory you could pre-render almost anything.  Imagine a 3D racing game where the road images are pre-rendered, or a space shooter where rotated 3D models are pre-rendered. That's just two ideas, but it's often possible to gain speed at the expense of memory use.

#4253191 Assembly on the 99/4A

Posted by Asmusr on Sun Apr 7, 2019 12:55 AM

Are you going to generate the scrolling background map on the fly or will it be pre-defined/edited by hand? In case of the latter you can use Magellan to only generate the permutations you actually need. There is also some sample code included.


If you go for the idea of updating both patterns/colors and SIT, I think you can update something like 64 patterns + 1/8 SIT in a single tick. This is assuming the use of SIT double buffers. I posted some notes here: http://atariage.com/...-1#entry2754421

#4252821 Bouncy's obstacle course

Posted by Asmusr on Sat Apr 6, 2019 10:46 AM

The crazy thing is that the game is still only using about half of the CPU capacity. The other half of the time is spent waiting for a VDP interrupt.


The source code is available from:


#4252811 Bouncy's obstacle course

Posted by Asmusr on Sat Apr 6, 2019 10:34 AM

I don't know if it's tough, but some indication of the end of the course would be nice, rather than looping.


And if you die and then fall, you get a solid ball at the bottom. I thought at first I had a second chance. ;)


Thanks for testing.


So some kind of end sequence, after you finish all the levels? I think that's a good idea. My plan is also that when you start over there will be enemies on all levels.


I have fixed the die and fall issue.

#4252205 Bouncy's obstacle course

Posted by Asmusr on Fri Apr 5, 2019 12:05 PM

I have worked on this game for a few months. I think it's time to release a beta version while I still have some resources left for suggested improvements.


My objective was to create a game that runs on an unexpanded console, but still contains some of the features, like smooth scrolling and nice music, that are easier to implement if you have a bit of RAM available. The game should also have been realistic to produce in the 1980s, which is why I have chosen an upper limit for the ROM of 16K. 


There are currently 8 levels. One vertical :) . There is room for a few more. Or maybe for new features?


Please try it out and let me know what you think. If you would like to design a new level (in Magellan), let me know.

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#4251446 An "online" compiler for the TI and...

Posted by Asmusr on Thu Apr 4, 2019 8:23 AM

Are we talking about tokenizing the text of an Extended Basic program, or about compiling the Extended Basic program to machine language?


Both, I guess, but I forgot about the tokenizing. Didn't someone write an online tokenizer?


[edit]  Yes, this: http://nivelleringsl...u/ti994a_basic/

#4251295 An "online" compiler for the TI and...

Posted by Asmusr on Wed Apr 3, 2019 10:55 PM

I might be able to put something together based on js99er.net and senior_falcon's compiler. I imagine you would paste in the XB code, and the app would remote control the compiler and spit out a file at the end. Would anyone be interested in using such a thing?

#4250031 TI Easter Eggs

Posted by Asmusr on Tue Apr 2, 2019 8:29 AM

There is an Easter egg in the cartridge version of Flying Shark: If you press SKYWAY it will open the Skyway game. If you press EVIGTLIV you will get infinite lives.

#4244158 Dungeons of Asgard - game under development

Posted by Asmusr on Sun Mar 24, 2019 12:54 PM

Roger that, I will work on the mapping then. I am definitely no artist, so it's a good idea to keep your sprites. One idea I had (knowing nothing about programming), could we artificially increase the amount by using color changes for the same sprites? Like for example have a red and white mushroom and then a blue and green mushroom? The identically mapping but just different color field values? I feel like a lot of old school RPGs did this.

Edit: I think this is called a palette swap?


The graphics consist of a pattern part (whether pixels are foreground/on of background/off) and a color part (foreground and background colors for each line). It would be possible to only change the color part whereby you could save up to half of the space, but neither Magellan or Dungeons of Asgard currently supports this.

#4244038 Dungeons of Asgard - game under development

Posted by Asmusr on Sun Mar 24, 2019 9:30 AM

Awesome. You want me to make the new sprites? Looks like they are 16x16 with 16 possible colors? Any other limitations? Any max number you want me to make?


Perhaps start by mapping the monsters to the existing graphics to identify gaps? I do not want to lose any of the existing graphics because they have taken me many hours to draw. 


If you want to draw new graphics there are two versions for each monster graphic: 8x8 and 16x16. The limitation is that each 8x1 pixel line can only use 2 of the 16 colors. I use Magellan to draw them, which understands this limitation.


Unfortunately there's only room for 8 more monster graphics before the 32K is full.  


In order to use more SAMS memory I would have to split the game into multiple disk files, which is perfectly possible but not something I have time for now.

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#4243429 Dragon's Lair is sold out!

Posted by Asmusr on Sat Mar 23, 2019 5:45 AM

I see you can buy Dragon's Lair 1-3 for Nintendo Switch for $20. I just paid twice that amount in customs for the TI version.  :)

#4243125 What other fan-created games can we get for the unmodified TI?

Posted by Asmusr on Fri Mar 22, 2019 2:42 PM

My next game (Bouncy's obstacle course) will not require 32K.


My oldest son started reading at the age of 3. I doubt he would have been able to do basic programming at that point, but he was exceptionally quick to learn. Programming, e.g. (Scratch) did not catch his interest until the age of 8-9.


My two youngest sons are normal kids who are trying to learn to read at the age of 7.

#4242959 TMS9900 CPU core creation attempt

Posted by Asmusr on Fri Mar 22, 2019 10:45 AM

The test suite found an error in js99er.net. However, it was not the tested instruction (A) that didn't work but the instruction to clear the flag before the test (AB) that didn't clear the parity flag. Just something to be aware of if you get any errors.