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Showing content with the highest reputation on 03/09/2021 in all areas

  1. I did a lot of next steps in my work on the game. I decided to don't publish more xexes in mid time, then I want to publish complete demo version, which will be playable part of a full game. That demo will have all elements of animations, possibilities of the game, and some part of scenario. I planed to publish that demo in december 2020, but it is a lot of work on it, and I'm still working... For now I have finished animations of background in the forest, lot of background graphics, animations of every Dude movements, improved Dude's steering, collecting items, collisions with enemies, some animated enemies like spiders, wasps etc. What else... I have title screen, game over screen, music for tittle, music for the forest in game, sound fxes. Additionaly I spend a lot of time on optimalisation (I think it's about 90% of all programming time). The game is prepared to work on PAL and NTSC all the time, so I spend a lot of time on fitting it to NTSC, bacause I'm programming for PAL first. For now I attach few samples from the actual game state as a gifs. Take a look on it:)
    14 points
  2. Hi all! Finally I published the new FastBasic 4.5 release!! From the 4.5 beta, I added: - The "ADR()" function and the "&" operator now allow taking the address of a variable, so this code will print 123: " A = 1 : DPOKE &A, 123 : ? A ". - The "EXEC" statement can be abbreviated to a "@", this makes calling procedures more natural, this will also print 123: " PROC Test A : ? A : ENDPROC : @Test 123 " This in addition to the added features of the 4.5 beta: - Parameters for the PROC/EXEC, see the test-release docs, - Arbitrary characters in string constants by using the hex value, like: PRINT "Hello"$9B"World", - Added PAUSE without a parameter, this is the same as PAUSE 0, "wait for vsync", - PROC has a shorter abbreviation: PR., - The parser is more robust to syntax errors, I discovered some erroneous inputs that could slow down the parser a lot. Many improvements to the editor: - Much faster COPY/PASTE operations, - Restores left-margin value on exit to DOS, - Remove P/M graphics when returning to the editor from user programs. And improvements to the cross-compiler: - Better error messages from some syntax errors, and fixes in parsing of big numbers. - Check for PROC and EXEC parameters mismatch. - An option to write an expanded and indented listing from an abbreviated listing, "-l" After a lot of optimizations, I managed to keep the integer IDE at 8192 bytes and the floating-point IDE at 9457 bytes. EDIT: Current release is 4.5.2, adds a few bugfixes and minor optimizations, now the integer IDE is 8166 bytes. As always, you can download the ATR, the manual and the cross-compiler from github: https://github.com/dmsc/fastbasic/releases/ Have Fun!
    10 points
  3. I forgot to say, there is a working mechanism (already done) in the game, that allows to meet other characters. That characters are animated too, and Dude can speak with them. There is a dialog screen with graphics of characters. It looks like a last gif with big Dude I attached in previous post. There will be much texts, and the game will be in two language versions: Polish and English. I think this language versions will be separate because of amount of text. Speaking with characters will give a tips and hints to walkthrough the game. Interactions with characters couse a progress of the game, and gives a next tasks and quests for a Dude. Finaly the world construction is that you can get in the rooms, caves, another maps etc. Each map is scrolled as you could saw in very first movie a few months ago. Demo game will have about 20 screens of world for walking, and a full game will have about 100 screens I think. I don't want to show every things I described here, graphics of rooms, worlds etc, bacause I want users to have a lot of surprises and fun of discovering the game themeself. So for now be a patient, demo will be available soon.
    10 points
  4. Hi there, Here is an interesting discovery I hadn't seen reported. While disassembling Mouse Trap I see there are 4 cats instead of 3. The 4th cat (i.e. top most Cat) is disabled on purpose. I wonder if they play tested the game and the testers found it more difficult with 4 cats. You can enable the fourth cat by filling $FF82 - $FF8C with $EA (i.e. NOP). The fourth cat will then be enabled at the start of the next game or rack.
    8 points
  5. Fixed Bongo and added more sprites. Bongo and the explorer guy are 160B, and the monkeys are 160A. I changed the background color because the red was starting to bother me.... Redrum... lol Bongo seems a bit "pinkish" in emulators, but appears to me to be orange/red-ish on real hardware (NTSC CRT TV) Enjoy. congo_demo-(20210308).a78
    8 points
  6. Buying a console on eBay is hard. I eventually bought one, but it angers me to no end that if people have games and have a way to test it, then TEST IT. And if it doesn't work, just list it as "for parts". Don't just throw it on there and say it's untested. TEST THE FREAKING CONSOLE.
    6 points
  7. The original "Star Wars" radio adaptation premiered on NPR forty years ago today, on March 9th, 1981.
    6 points
  8. Level 11 - Which SUCKS with the super short energy timer combined with the super short time treasures appear (Love playing GUESS what spot it might pop out of and hope it's not the comb game!!!) Combs Eaten = 0 (Thank god) Score 43,600 + 110,000 = 153,600
    5 points
  9. The Geneve OS time issue has been resolved. With the HFDC and similar peripherals, the seconds value is always even as a result of being divided/multiplied by 2. The TIPI seconds value is either odd or even. When the file timestamp is smashed into the format "hhhhh mmmmmm sssss" for processing, each float is converted to an integer then combined. When the seconds value is odd, meaning the low order bit is set, that low bit is shifted into the high order bit for the smashed hours value (due to a circular shift). The aberration was only evident when the hours high order bit wasn't set and the seconds value was odd. Masking the seconds value's low order bit (to make the value even) resolved the issue.
    5 points
  10. ok, gave it another shot on the challenge from @ClassicGMR. Much much happier with my performance here! Got better at the first level, can't stand the second one, and the third level is my fav. The graphics are killer, love all the devil and horror stuff, and the fact that the magic skull stays the eff still is awesome. The power ups are key for sure, and getting the hang of it made it a lot more fun. Tho I will stand by my opinion that your knight needs a serious speed boost. Then the game would be a lot more fun. Level 3 x 10K + 9,200 = 39,200
    5 points
  11. Standard Atari with 64kB. Demo version will work on such standard for sure, and I will have about 20kB free RAM yet, for build in the rest of game scenario. Now I'm still working on optimization to fit full game in 64kB, but I don't know if it will be possible, so maybe full version will require 128kB in file xex version, but there will be cartridge version too, which will work on 64kB standard Atari for sure.
    5 points
  12. One thing that I think was missed was a discussion of context switching on the 9900. Even though the machine is glacial in execution speed a full context switch for multi-tasking can be accomplished in one instruction. I don't know of any machine from that era that could do that. (SPARC maybe?) I have had 30 processes running on Camel99 Forth just for fun and it worked just fine.
    5 points
  13. All, I got the second test board in and all is good with this design. The final board will look like the attached, (color will be different). If you want to purchase. PM me and we can work it all out with shipping charges. I still need to order the boards, which will take 1 to 2 weeks to get in once the order is in. The price will be $45 (assembled) + shipping or $35.00 + shipping for a DIY KIT with the exception of the wires that need to be connected to the points on the Geneve. The wire-wrap wires will be provided in the package as well. Documentation will be put up on my site soon.
    5 points
  14. Another new project on AtariOnline.pl; binary available... Dude Story - WIP (Google Translated)
    4 points
  15. It started from a discussion in Ynxa topic. I created a stripped down the engine of Ynxa, added some tools to go with and packaged the whole. So now, everyone should be able to create a small platformer game (fixed screen, up to 16 levels, so 144 screens) for the Lynx, it is as easy as : - modify a template graphical ressource (the one provided is really ugly) - write or copy some Lynx ABCMusic into a text file - design levels in Tiled editor - complete level information in Excel - clic on a button, launch 2 batch, and handy Right now, the tool is not public, cause it needs a beta test phase, in order to be sure everything is OK, and eventually enhance it. So I'm looking for beta testers, if possible not programers or coders as it would be very frustrating for you, not to have access to source code. But if you have always wanted to make a game for the Lynx, have some idea for graphism or level design, it may be a good starting point. Reply here or via PM if you are interested. I may limit number of beta-testers, but I guess this will not be a real issue. More informations here : https://www.slideshare.net/secret/j7mBSUxJALk2yG
    4 points
  16. Selling the Ti 99 System, Speech Synthesizer, Scart Cable, 2 PSU, Atari Joystick Adapter sold System in Box. The system has the TMS-RGB mod installed. Video out replaced with Din 8 Connector and a scart cable is included. Composite Video is in black and white due to swapping to the 9928 for the RGB mod. Also the 12v out was changed to 5v. Speech Synthesizer, 32k side cart, FlashROM99, Scart Cable, 2 PSU, Atari Joystick Adapter \
    4 points
  17. I picked up a TI-99/4a off of FB Marketplace for $15. It didn't come with a power supply but I gambled that the TI wasn't dead and ordered the PS off of eBay. It arrived today and I'm pleased to say it works. My first TI having never messed with Texas before. Reading through the newbie forum. Looks like a need to get a voice module, 32k ram upgrade, joystick adapter and a multicart. I grew up with Intellivision, 8-bit Atari and Turbografx so the TI world is a little alien to me. Excuse the mess, I've got multiple little jobs on the go with a few Atari's and Intellivision's in various states of repair.
    4 points
  18. Played a little bit in a cover of a tune I really like, and I combined some ideas emkay added some time ago with some tiny improvement I did today I think it wouldn't take much more to call it done, and replace the original version I did, that isn't as good anymore, now used the custom tuning tables btw Amberstar - Ode to Schnismmk VinEDIT12.rmt Amberstar - Ode to Schnismmk VinEDIT12.obx
    4 points
  19. A Mount All command has been added to the Fuji SIO device ($70), so that it can be much easier to implement mount all functionality in a boot loader. https://github.com/FujiNetWIFI/fujinet-platformio/wiki/SIO-Command-%24D7-Mount-All
    4 points
  20. Two old ladies tougher than you save the world while wearing granny dresses and cameos. MK Smith and his international motely crew of programming pal brings us a much needed Boulderdash/ Lode Runner/ Crystal Mines 2 style all original platform-puzzler to the library, and it comes with unbelievable surprises. http://www.atari7800forever.com/millieandmollyr.html
    4 points
  21. Zilog's Z80 got two register sets, to be able to do something similar. The large advantage of the TMS 9900 architecture is the virtually unlimited amount of register sets.
    4 points
  22. I have cleaned up the ERC errors and uploaded new schematic
    4 points
  23. That's it! How'd it know I always go left?
    4 points
  24. I'll correct the D6 & D7 mistake and flag the unused inputs, Thank you. I built this using wire wrap and never intended to make a PCB. It is working. I have been using it for a couple years. You can find a SD module on ebay for a couple dollars. It will take care of the 3v logic to 5v TTL. BOM is what you see n the schematic. I did make change from ATmega8515 to ATmega162. The 162 has more ram allowing me to read a full 512 byte sector from SD card. With ATmega8515 I original was only using 256 bytes of sector and would have to double the disk image file. That allows me to directly copy and modify disk image on PC.
    4 points
  25. I have restarted my Xevious-like game on the Odyssey2. Back when I first started programming this machine, I had this idea. Now that I know much more than I did back then, I decided to go ahead with this game. I have my Odyssey2 SD cart to help with testing it on a real console (O2EM, while helpful, isn't exactly perfect.) Right now I have scrolling and two different enemy types. One thing that is different than Xevious is that you die when you crash into a tree. The blue enemy ship does not shoot at you, but the white one does. I want to have a black enemy ship that follows your horizontal movement and shoots, but that will be saved for a later level. I am imagining an 8k game here, so there will be much MUCH more to do. This is just a little sampling of what I have done so far. Right now, even at this early stage, it's 4k. The two 2k banks are around half filled. xybort10.bin
    3 points
  26. Thanks. Currently I am focusing on the party game mode, because I plan to submit the game to the Revision Demo Party Game competition.
    3 points
  27. Hi! Not (yet). It is easy to add, but I also want to add a "%()" function (equivalent to "$()" for strings) to reference a floating-point "pointers" - so that "A% = 1.23 : P = &(A%) : ? %(P) " will print "1.23". Note that for integers, the equivalent are DPEEK and DPOKE, so you can now do "A = 123 : ? DPEEK( &A ) " to print 123. This allows passing pointers to procedures to receive a value: " A=1 : @Increment &A : ? A : PROC Increment X: DPOKE X, DPEEK(X) + 1 : ENDPROC" will print "2" - this is similar to the C "void Increment(int *X) { *X = *X + 1; }" In the 6502 compiler, defined at run-time, as the parser does not know the address until emitting all program bytecode. In the cross-compiler, the address is known at assembly-time, but the byte-code generated also calculates the address at run-time, this is so that the code is smaller (load #var is two bytes). Ah, yes.. but it is not possible in the 6502 compiler now without adding a new pass to the compiler: at parsing time add all locations that reference a variable address into a list, and at end of parsing (when we know the final address of variables), we need to go through the list filling locations with the new address. This is currently done with PROC, but there is no final pass as the locations are filled when the parser first see the PROC definition. And in the case of DATA, the parser needs the definition before referencing it. All this little additions to the language would be very simple in the cross-compiler, as multiple passes are trivial to do - in fact, the optimizer does an unbounded number of passes through the bytecode - but the 6502 parser is really optimized for speed and size, so it does always only one pass through the hole program generating the byte-code directly. Have Fun!
    3 points
  28. Hi, thanks for testing! Oh, that happens when doing a release at 1AM, forgot to update the version file. And this is because my new mingw cross-compiler now links with that DLL by default. Fixed both and did a new release, simply removing the old one, as the only changes are: - Fixed version string, - Build on WIN32 using static link flag. Thanks again, have fun!
    3 points
  29. Brilliant thanks Vinnie - loved reading it ??? Hope you enjoy playing some more levels ?
    3 points
  30. Right. It's obviously 4 semi-independent buttons, one for each direction, bringing the total to 21 (22 with the 64-bit powa button).
    3 points
  31. The Story of Computer Graphics 1999 (free) is a must watch if you're into CGI and older computer tech. Music by Paul Haslinger (Tangerine Dream) and interviews with John Romero (DOOM), George Lucas (TRON), Pixar, Jurassic Park, SGI, Toy Story, the list goes on! Check it:
    3 points
  32. Here are my retro games for the Week Atari 2600 Demon Attack -10 Minutes I really like these old Atari games that you try to make surpass your old high score. Growing up with the NES, I really didn't put much emphasis on trying to get high scores in games, but instead I just tried to advance as far as I could. NES Baseball Stars -20 Minutes This is a funny choice that I started to play because I haven't played a baseball game in a while. I always remember playing Major League Baseball for the NES when I was a kid, and that game will always be a nostalgic to me. This is a great game with very good controls, and I recommend it if you want to play a baseball game for the NES. Galaga -10 Minutes I can't seem to get anywhere near the 200,000 mark that I once almost achieved. These types of games are funny, because sometimes I can just get in the zone and reach high levels, but I can't really explain how it occurs. It's like out of the blue, for a brief period, I just seem to be able to control the game better and excel further in the game. Spy Hunter -15 Minutes This game is a classic that I am trying to get better at playing.. I need to find the best medium between the fast/slow pace while trying not to crash into the other cars. Sega Genesis Final Fight -25 Minutes There is something about the contol mechanics that makes it really fun to punch and kick the characters. Hopefully I can finish this game one day because I really do enjoy playing it.
    3 points
  33. You are the master of your own collection. Purists may not want them intermingling with their original games, but to each his own. Most collectors can probably tell the difference. And, if selling any Reproduction item or component, it's best to be honest and upfront about it. There are also crazy collectors who want all original games, all variants, and all Repro items. Maybe even multiples ? Nut jobs, I tell you.
    3 points
  34. FINAL Thunder Castle Update: CPARSLEY CHIMES IN AT THE LAST BELL WITH THE TOP SCORE FOR THUNDER CASTLE!!! 18 TOTAL PARTICIPANTS FOR THUNDER CASTLE!!! ANOTHER GREAT SHOWING!!! 153,600 - CParsley [+13][+3 set new record][+2 game winner] 152,300 - mr_me [+12] 131,200 - IntyFanMatt [+11] --------------------------------- 124,100 - Intellivision Spartan [+9] 101,500 - RogerPoco [+8] 84,100 - JacobZu7zu7 [+7] 82,600 - popsicle [+6] 82,300 - Rickster8 [+5] 76,200 - Toiletunes [+4] 70,200 - Gbag [+3] 64,800 - Player One [+2] 56,900 - Hoosierdadee78 [+1] 52,600 - Gar0u [+1] 39,200 - Fakecortex [+1] 37,100 - CMadruga [+1] 36,900 - Wolfy62 [+1] 27,500 - Biffman [+1] 24,900 - ClassicGMR [+1] Overall Standings and Games Won to be updated on Tuesday....
    3 points
  35. Brett Weiss is taking a poll on what console to do a video on next, specially the launch title games. Let's show some love for the Intellivision... https://www.youtube.com/c/BrettWeissRetroGamer/community
    3 points
  36. Ahhh you! ? Thunder Cat-sel 24,100 level 6? Here's my final attempt... Level 6... (2nd time reaching the devil screen) was doing well, but lost some lives leading up to devils... made it with 2 or 3 lives.
    3 points
  37. I couldn't find a good video of gameplay, but I did find this video, which explains the rules pretty well. You're going to want to read the manual for this one:
    3 points
  38. 3 points
  39. What a pain to track these down! LOL Hope I didn't miss anything. These prices are based on the available Price Guides and recent SOLD pricing on Ebay. Example: King of the Mount https://www.ebay.com/itm/Intellivision-Game-King-of-the-Mountain-Intelligentvision-Homebrew/223950818493?hash=item3424824cbd:g:2Q4AAOSwWWxecs9C David H. Do these Intelligentvision carts include the 4 games? Adding a dip switch can access? King of the Mountain Unopened $200 Super Chef Burgertime Unopened $200 Space Patrol Unopened $275 Deep Pockets SP Billards Unopened $200 Christmas Carol Unopened $225 DIIK Unopened $115 Illusions Unopened $200 Scarfinger Unopened $200 SP Tennis Unopened $200 Choplifter Unopened $200 4Tris New Unopened $225 Stonix Unopened $225 Minehunter Box double sided tape has popped. Complete $100 Donkey Kong Jr. unopened $35 The Dreadnaught Factor unopened $50 Cuttle Cart 3 includes the add-on David H. Rom Pack / Formatted Instructions $500 Old School loose $25 Boulder Dash unopend $125 Samegame and Robot unopend $200 Lost Caves of Kroz unopened $65 Miner 2049er unopened $175 Astro Invader unopend $65 Sears controllers still in sealed bag. I have 2 of these. Untested and at least 25 years old. $30 each. Circuit Matrix for 2609 orig Intellivision. Includes 5 CM's and 1 keypad cover in sealed bag also 25 years old. $55 Circuit Matrix for Intellivision III. Includes 5 CM's and 1 keypad cover, I opened the bag and they seem nice. 25 years old. $55 I was worried they would be dried out. basing these on this: https://www.ebay.com/itm/4x-Flex-circuit-matrix-for-Intellivision-1-Controllers-brand-new-Free-DHL/254788550224?hash=item3b5294be50:g:xLEAAOSwbR9e8SUa Someone else is sell them for $20 each. But I couldn't find it again. Plus, I didn't think that was in the ball park! Ultimate PC Interface. This is the upgraded version. $55 includes the Inty 1 adapters. MTE 201 test cart with sub assy. service manual in still in sealed bag. $79 I know I paid $100 for this, but recents ebay doesn't justify that any longer. I plan to ship free in the lower 48. If you want added shipping options like insurance greater than the standard amount or signature required etc. we can talk. If you are buying multiple items that should not be a problem. If you are outside of US. I will have to charge actual shipping. I just looked up a Canadian ZIP and it was $28.50 for the lowest possible option. I have to admit, I was shocked at that amount! I hope you find these prices reasonable and I can help you complete your collections. I do have many other items. But I will do pricing etc. prior to posting! I do have a complete loose cart collection. Would like that to go all together if possible... I know many of you only need 1 or 2 games. You can always donate cart shells to REV.
    3 points
  40. By the way if anyone is interested, here's my own edited version of RMT, using the Alternate Tuning tables I posted in this thread. Rmt Vin Tuning Patch V9.exe I also edited RMT2LZSS the same way, it actually was how I was able to test most of my tunes en masse easily, otherwise it would have taken at least 3 eternity to even get something lol It replaced the table for RMT 1.28, the other ones were not touched. RMT2LZSS Vin Tuning Patch A and C and E V9.exe I hope you are okay with that rensoup? ? If there's anything I shouldn't have posted I'll delete upon request. There is 1 particular change in the Bass 1 table however, in order to get proper notes below G#1, it uses the "Distortion E" bass timbre for those notes. This is only a personal preference, but otherwise everything should be virtually compatible with tunes made in 1.28(1.30). Hopefully I did not break as many things as I tried to improve a bit
    3 points
  41. 3 points
  42. I think this is going to be the final version before I add the menu and game options. Really not much at all new here. Most of the work is behind the scenes stuff, cleaning up messy code and whatnot. Very little will be noticed on the gameplay end of things. I experimented with capping the number of lives remaining at 9, but decided against it. The lives counter at the bottom of the screen can only display 1 digit. If you manage to accumulate 10 or more lives, it shows all sorts of junk down there instead of a number. I know it's probably a bit sloppy to leave that in there, but capping the lives at 9 takes up what are now valuable bytes of ROM, and it's a condition that I don't think anyone will get to anyway. I got 7 in reserve once, but quickly lost them after that. Anyway, I always liked when I found quirky little stuff like this in Atari games, so I'll leave it as is. The enemies now speed up starting on Level 5. Actually, they did that already, but I thought it was Level 4 where they sped up. So I had the idea last night to push that back to 5 so players could get deeper into the game, and when I went to change that today, I noticed it already did that. Not sure if I changed it a while back and forgot about it, or if I accidentally did that when I re-wrote my enemy movement routine, but there it is. Along with that, all enemies now move vertically starting on Level 8 instead of Level 7. I did a bit of an audit of all my variables in an effort to free up some RAM space. I found one variable that I could easily remove, so I gained a byte of RAM. Yippee! If my count is correct, I'm using 112 bytes of RAM, which should leave me enough to implement the 2 player options. Remaining known issues: There's still that small gap between the string and the yo-yo that occasionally appears. But, being as how I have no idea how to fix it, and it only occasionally appears, and it didn't show up at all in my last game, I'm going to just let it be, at least for now. The little alert sound that plays when the Bonus Gem appears in the Bonus Cave on occasion doesn't play. I don't know why, and after staring at the code for a few hours trying to figure it out, I just don't care anymore. It plays most of the time, and that's good enough. I actually think it might get overwritten when something else is triggered on the exact same frame, but I'm tired of trying to fix it. I think everything else works as planned! I've been able to get everything I wanted into the game so far. The next step is integrating the code I've written for the Menu, getting that to display properly, and then work on getting the various game options to work. Mr_Yo-Yo_B20210308.bin Mr_Yo-Yo_B20210308.a
    3 points
  43. Coleco and Parker programmers had it in for us fine Intellivision folks! Especially Empire and Zaxxon. OUCH !!!
    3 points
  44. Thank you! ? A first batch of 5 PCB has been ordered, I think that I'll receive them in about a week. I made a last update of the PCB before sending it for production: You can see the V9958 footprint, this VDP became the default VDP that will be delivered with all TIny-99/4A v3. But you can also see a cabled DIP 40/600mil footprint. It will permit to install a TMS-9918A/29A VDP based daughter board for those who will prefer the original VDP or the F18A or F18A MK2 for those who like to use the modern VDP ?
    3 points
  45. Thanks for share the info. It's my new game project, but it's very early WIP. It will be game with a big world, and big adventure scenario. I wanted to show only some graphics, and hero's animation of walk in that world. This is Dude walking: I think the game will be ready in a few months, or in about a year. I attach here the same file as I attached on atarionline.pl This WIP is in Polish only, but when the game will be ready, then it will be available in English too. Addidionaly there is a movie from that xex: DudeStory20200521.xex
    3 points
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