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mmarrero

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  1. I'm a casual Linux user, I think that's an error from the shell/terminal and not IntyBasic. I'd guess it's not in the same directory, or didn't type ./intybasic You can also try the IntyBasic SDK in a Virtual Machine, I don't know if it installs/runs via Wine.
  2. I think one limitation is that it can't reload the same file.
  3. I use MS Paint, and the utility I posted a while ago (MarcoFont) that converts a contiguous grid of 8x8 cards to IntyBasic code. Here's a portion from Princess Lydie, the top grid are the cards used, below is research area. The enemies were tricky, overlapping/offset to make them look different using the same eye. Lydie only has 2 dresses. Fireball animation is flip x and y.
  4. Hello everyone, I've attached a US dictionary for Intellivoice IntyBasic, as a tab-delimited text file. I also included a self-contained .html utility to translate sentences. Additional text files are links to the open source Carnegie Mellon pronouncing dictionary and the translation I did. Some words have multiple entries (up to 4), for example: ASPIRANTS AE1,SS,PP,ER2,AX,NN1,TT1,SS ASPIRANTS(1) AX,SS,PP,AY,RR1,AX,NN1,TT1,SS ASPIRANTS(2) AE1,SS,PP,ER2,AX,NN1,SS ASPIRANTS(3) AX,SS,PP,AY,RR1,AX,NN1,SS IntellivoiceDictionary.zip
  5. You can try alternating colliding cards in odd/even frames. They will flicker bad and look transparent, but both will be visible. You can also try 1 hw sprite on overlapping rock. If more than one, pick the closest to player. In Princess Lydie I tried to avoid card flicker by having enemies change direction.
  6. One issue is that Y needs to be adjusted by 1. I fixed the code, made it more readable, used constants, and shows a sprite aligned to grid/backtab. To allow sprite closer to the obstacle, I'd use hardware collision, or, do an extra test where x\4 and y\4 (or x\8,y\8) are zero. I remember programming a maze game when I was young, the approach I used (which might have been wrong): grid-based (8x8) x,y coordinates, and a separate xoffset,yoffset (I think it was -4 to +4) to transition from one grid to another.
  7. On the 1st problem, I've seen CONST limitations, DEF FN can be used as a workaround. 'asm BitStreamX: EQU ((label_BITSTREAM_END - label_BITSTREAM) * 16) DEF FN BitStream = ((VARPTR bitstream_end(0) - VARPTR bitstream(0)) * 16) 'PRINT AT 120,<>BitStream Too bad IntyBasic can't use asm constants. I'd probably use placeholder IntyBasic constants, then replace them in the final .asm source.
  8. The way I've done it with a constant, multiplying the character code by 8. SPRITE 0, avatar_x_pos + VISIBLE, avatar_y_pos + ZOOMY2, ("x" * 8) + SPR_WHITE SPRITE 1, avatar2_x_pos + VISIBLE, avatar2_y_pos + ZOOMY2, ("\95" * 8) + SPR_RED '--solid block
  9. A while ago I made a rom in IntyBasic to interactively set PSG values, play sound, and show IntyBasic sound code. https://atariage.com/forums/topic/262842-intybasic-sound-playing-routine-optimization-help/?do=findComment&comment=3863733 For the game Princess Lydie I did things differently, using data for values, where odd values also decrease volume. There's also a sound test option in the main menu. You'll find rom and source code is in the 2018 competition forum.
  10. There's a tutorial, in the Start Menu look or trpe "IntyBASIC SDK Tools Usage Guide.rtf" which is in the IntyBasic SDK folder/section. To summarize, from the command-line, just do each of the 4-5 steps: REM To create a new IntyBasic from scratch REM Please note that IntyNew auto-sets your current directory to "MyProject" INTYNEW MyProject "My Inty Project" REM When you launch from the SDK command-line, Change Directory to the project folder! CD "MyProject" REM Let's edit the source file, using the 2nd worst text editor ever made Notepad MyProject.Bas REM Let's compile the program. If there are 0 Errors, it's read to run INTYBUILD MyProject REM Let's run the program INTYRUN MyProject I absolutely recommend a good text editor, I recommend "Visual Studio Code". There was a topic discussion in here about other great editors.There's also an IDE for IntyBasic somewhere, but I haven't used it.
  11. Hello everyone, thanks for the feedback!. About the enemies, mutated pookas? radioactive sno-bees? alien goombas? Not really... Enemies were designed to use the same "eye background" in different ways, to make it less apparent it's the same card. The unofficial enemy names (source code) are snake, walker (the angry walking eye), spinner/demon (the zombie pacman one), Birdo (SMB2. New code broke its beak), Jumper/Monkey. Update, June 2018: PrincessLydie.rom PrincessLydie_SourceCode.zip
  12. I use a Mod tracker (MilkyTracker) to "compose" songs, I use an Intellivision instrument/sample. Then in OpenMPT (another tracker, that can read MIDIs too) I copy track text (right click on pattern numbers, "Copy pattern"). That text is easy to translate to IntyBASIC MUSIC data. I initially used Notepad++ macro recorder and search/replace, but I later ended up programming my own utility. (I'll probably include it in the next Lydie release.)
  13. MarcoFont it's essentially for BITMAP data (monochrome), ideal for sprites. When processing an image, almost any color is considered foreground except the background and grid color (shown at top left). When image is loaded, it initially picks pixel (0,0) as grid color, and, (1,1) as background color. It needs to know a grid/border color because it was originally designed for small proportional fonts... it should be able to process 20x12 cells but I haven't tried it.
  14. Hi, I posted not long ago software + source of an utility that converts pictures (bmp, png, etc) to IntyBasic BITMAP: http://atariage.com/forums/topic/169024-programming-resources/?p=3914583 For Princess Lydie I created a custom converter: 20x24 (double y: BG and FG) images using the Intellivision 16-color palette. The utility then creates RLE compressed data, and the IntyBasic decoder figures out which cards to use (corners and if it needs inverted FG/BG cards). If you think the source will be useful, I might include it in the next release of the game, it's C#/.NET but Windows-only (uses WPF).
  15. Hi Dz-Jay, thanks for the usual (and extensive!) feedback. Music on/off: Agreed. I only noticed recently when I was re-testing. Menus: I had to delete a few (no asm), might return later. "Clear" not bug, moves to the 1st + clear digit entered. "Insane" is semi-hidden option. Font: It was worse before, and it's neater than my handwriting, so let me know which letters. Some are hacks: 7N=M, VV=W, 4=Y, 9=G, etc. Loose diagonals/jump up: I only test #backtab each 8th Y coordinate. I'll try 4th and see if it doesn't eat too much CPU. Flying kick: It's slightly faster, ian catch-up falling enemies. Any faster was buggy, it might work now with other bugfixes so i'll re-check. Front jump: I can try. If works, maybe both jump styles, assigned to different buttons? Countdown: Intentionally short to encourage "chain combos" (extra bonus second) and playing aggressively. Secs + bonus : 2+0, 2+1, 2+2, 2+etc. Continuing: Yes, it's a bug. As far as I know, it's a recent bugs I prefer to know why than just fixing it. Running out of time + new level: Yup. I could eliminate it if I add password/save functionality. Helps with 2 tricky levels, especially Sound test: It was quickly added to test "chain kill" sounds (they barely differ). On the emulator it works. Any control B0 or B2 replays, B1 exits. Thanks!
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