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jbunting

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  1. T&T Software is Tad and his father Ted; guess he did a Mac version later on. There was both annoyance and flattery, having poured so many hours into making it and not having the resources at the time to polish it up a little more. But I'm glad some folks enjoyed it, I had fun making it. I always liked having a mixture of action and puzzle elements, Lode Runner being a later favorite, and I share your love for Portal too. My TI gear is currently in storage 3 hours away, having relocated recently so I tried grabbing the classic99 emulator but I couldn't get the BIN file you linked to load. Should it load through E/A option 5? I'll confess I had to read the docs to remember that.
  2. @Kasural, Thanks, I've had some fun poking around the forums and reliving some memories. I do still have my TI gear boxed up in storage I'll have to dig out and see if it still works some time.
  3. Thanks PeBo, appreciate the kind words. Pheta wasn't intended to be a port of anything, which Mac game are you talking about? I don't think I had exposure to any of them back then to be able to steal from them. I originally set out to make something along the lines of Donkey Kong but soon found that having enemies or other moving obstacles slowed things down too much to be playable so I went with making it a timed thing with some light puzzle elements (in the sense of figuring out how to get through the level). Tad Woods and his father were members of the same local TI user's group that I was (Roanoke Valley 99'ers I think it was) and he created his FORTH version based on my Extended Basic version of the game I gave out to the group. Tad was several years younger than me, I think maybe 13 or so at the time. So the later assembly versions I did were ports of my original basic game which I uploaded to the TI groups on CompuServe and GEnie and were pretty popular downloads from what I recall. I'm guessing I never got around to figuring out how to do disk access in assembly which is why that never made it into the game. I did think about doing right and left facing versions of the spaceman as you mentioned but I think I couldn't come up with something that looked satisfactory to me using the redefinable characters. I'm guessing I'd used up the available ones on other graphics and didn't have enough left for an animation. But you're right, even an arrow to point left or right would have been better than nothing. I rationalized it by imagining you were wearing a bulky spacesuit that required room to turn around. :-) I think I tried adding sprites later too but couldn't get them to interact with the character graphics like I wanted. It was a lot of trial and error (and error and error and error). Thanks for the file links, I'll see if my old man self can keep up with my teenage self.
  4. I stumbled across this forum today and was surprised to run across this. Sorry PeBo, I intended to add high scores, level editing and even some robots roaming around but never got it all finished. I originally wrote Spacestation Pheta in Extended Basic (well, there was an awfully slow TI Basic version IIRC) and then did a Mini Memory assembly edition once I got one of those. I had all the level data contained in a BASIC program which passed it to the actual game in assembly, the 4K of RAM didn't have enough room for both. I was in high school at the time and didn't have a PEB and disk drive to be able to do the level and score saves. I later did get the PEB and the Editor/Assembler package and was able to combine the levels and the game into one package with the additional RAM but didn't add any additional features that I recall. The E/A version may have had a few more levels since there was more memory to work with, I can't remember. I think there were 40 of them total. I did write some sort of level editor later, but the original ones were all done on graph paper, many of them during high school classes. :-) College, women and work started consuming all my time and energy and, alas, I never completed my grand vision. Jeff Bunting
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