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Member Since 7 May 2004
OFFLINE Last Active Yesterday, 9:33 PM

Topics I've Started

Demo / Playable preview - Intellivania; Castlevania on Intellivision

Mon Feb 11, 2019 1:34 PM

Hello everyone,

I figured while working on polishing up various things for my Castlevania project, I could at least assemble a small demo for people to play around with on emulators or the LTO Flash.   It is only the first two levels, but should give an impression of what to expect. 


There are no in game instructions,  If anyone is unfamiliar with the gameplay mechanics, there should be plenty of information online.   If anyone has questions otherwise, I will be happy to answer. 



Question regarding storing multiple values into a single 16-bit wide value

Tue Feb 5, 2019 9:40 AM

Hello everyone,


I have been playing around with some different methods to condense data being stored.   I typically would store information in various look up tables that would be accessed to help set up levels among other things, however, many values only need to be between 0 and 1, or 0-15, or 0-255.  It seems that regardless of the size of the value in these tables, they still take up 16-bits worth of data which was eating a bit of extra ROM space.


I found that I could save space by combining usually two 4 bit values and an 8 bit into a 16-bit value, but was wondering if there was an easier method to retrieve the data that would use less overhead.


Currently I have a subroutine like this:

#VALUE2 = ((#ENCODEDVALUE  - (#VALUE1 * 256)) / 16)
#VALUE3 = #ENCODEDVALUE  - ((#VALUE1 * 256) + (#VALUE2 * 16))
I will store the value of the data to be retrieved in #ENCODEDVALUE, and GOSUB the code above to return three separate values that I then will copy to other variables.
I just was curious if I was going about this all wrong, and maybe there was a much more efficient method.   Saving every bit of space is useful, and I was even contemplating for other game ideas to try to store some values into single bits to avoid having arrays that only need to hold a 0 or 1, but want to avoid using lots of unnecessary computations. 
Thanks in advance,

Little Nemo

Thu Jan 24, 2019 1:22 PM


Just felt like taking a break from working on Castlevania to mess around with some music and ideas of games that may work in some shape or form on the Intellivision.


I figured I would post this here for anyone that wants to have a listen.


IntyBASIC Music question

Tue Jan 8, 2019 2:52 PM


I have been experimenting with consolidating music to two channels to leave room for sound effects.   Initially I was planning to also reserve the noise channel for sound effects and remove all drums, however I recently was trying to add them back and use "Play Simple" instead of "Play Simple No Drums"


After doing this the percussion still does not play, despite being in the music statements.  Any idea what I might be doing incorrectly?


Thank you,


IntyBASIC question

Wed Aug 15, 2018 9:51 AM



I was just wondering about improving the way I am writing routines in IntyBASIC and had an unusual question.

The question I have is, if I have a statement such as:


"IF A > 0 OR B > 0 OR C > 0 OR D > 0 THEN"


would there be any performance improvement to rewrite the statement like this?


"IF A+B+C+D > 0 THEN"


I was not sure if adding variables would be more CPU intensive than using OR


Thanks in advance!