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e5frog

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Everything posted by e5frog

  1. If you hold it up to a lightbulb you can see which label it is without peeling. You can get a pristine #1 instructionlabel that way, #12 is common as well. Extreme collecting would be to collect all label combinations as well, #24 with #1 label under, label #12 and Democart. 🙂
  2. I also play it in MESS, I use v133b at the moment - I'll check for real this weekend and we'll see. This gets it quiet for me, edited golfdrawing3.inc ... first plot ; set the row using r3 lis 4 as 3 ; fix the y coordinate com oi %11000000 outs 5 ... then blit com ; invert it .blitRow: oi %11000000 outs 5 So it clears the 2 MSbits - as numbers are inverted.
  3. I *think* there's only two left in the current batch (I have more boards but not sure about the memory interface circuit). So if you're not a fan of waiting longer than needed, get one of the two that is left - or why not both, save it for Christmas and give to a friend - include a console.
  4. SABA#20 is sold. There's still #19 - which has the same ROMs as Fairchild/Zircon #23...
  5. Wohooo! Two strokes on hole 1! r48: There's still noise when in upmost position, other kind now, like a buzzing sound, seems bits are changing several times now.
  6. If you have the data in A ni %00111111 Immediate AND will zero out bit 6 and 7 and keep the rest. oi %11000000 Immediate OR will turn bits 6 and 7 to 1:s and keep the rest. Not sure which works best... I imagine if it doesn't change it will stay silent. So if you do that on r4 before calling "blit" you should be fine - or add it in the blit routine, if you're still using the "corrected" MESS coordinate addition that changes coordinates by 4 steps you can add it there. As such: ; fix the y coordinate lis 4 as 4 oi %11000000 ; (or if AND is better... ? ) lr 4, A If you're aiming for speed in future games you should skip the "fix coordinate stuff". Same goes for the startup pop, usually port 5 is initialized with sending $00 - thus affecting the two audio bits as well. If you leave all audio playback in the game with the same state on the two audio bits of port 5 you'll just continue to keep them that way if you don't want any sound. That is you quit playSong for example by setting clr outs 5 .. then you know you should keep it at zero to prevent unwanted sound. Not sure if it does something similar already.
  7. Love the bunker (sand trap/sand pit) restriction - perfect! Love to get this instant feedback! You could add a little more color drawing several objects in different colors or use the multiblit routine, maybe a flag with the hole to make it look less miniature golf. For example: I noticed the vertical setting on port 5 (upper two bits) causes a pop sound when at the top of the screen as well as when you hit it into the upper wall so to speak (it should also add two hits to the score card). It's possible to mask the upper two bits in the drawing routine to prevent this if it's not wanted. The sound was quite fitting and nice to get that when you hit the ball. Would love it to do that every time the ball is hit. It might be enough to manipulate one or both of those bits and perhaps not necessary to use the playSong routine. Also noticed that when putting the hole isn't redrawn after the player is no longer visible. I'm off to bed, I'll keep practicing my golfing tomorrow.
  8. Background is light gray, so that's what can be used (real white can only be combined with black on a row). Example code: ; load the colors li red lr 2, A li clear lr 1, A ; draw the sprite pi blit You just load register 2 with "bkg" instead. ; load the colors li bkg lr 2, A li clear lr 1, A ; draw the sprite pi blit The object will now appear in background color (light gray) instead of red. Try changing the player to lt gray: ; draw the sprite pi drawGuy ; load the colors li bkg lr 2, A li clear lr 1, A ;-)
  9. The biggest problem with many objects is detecting collision, you have to check each direction around a point or something similar. The out of bounds two stroke penalty isn't implemented, so wacking the ball at full speed to have it end up nicely at the edge is currently a possibility. New score: 45 on r42 yaaay! I have no idea about the limitations but it would be fun to stretch it out by going in a labyrinth way and combine the available elements. Some kind of challenge with optional routes... Added these for inspiration. Just thinking about how it would be possible to add any amount and shapes of objects... Not sure how you handle collisions currently (I was amused by your choice of address tags though) but it would be possible to set up a lookup table for each screen. It would be unnecessary but you could store a byte for each of the 63x43 pixels the ball can reach (2709 bytes) - you'd calculate the coordinate for where the ball is going to land and then check the table for what's there. If using half the size you'd be able to store 16 different types of indicators. So for just 24KB - you can configure any sized object - with quick lookup. It may not be fun to write the tables, manually though The code for my graphics conversion could be customized to output wanted data, you'd feed it. I was supposed to do something similar for my karate game... perhaps it deserves a revisit after some Multi-Cart building and more KHoL tampering. Just a thought, no need to redo anything. BTW It could be possible to just move the hole and player start position to make new courses. Also... with 18 holes I think a three digit counter is needed.
  10. Not much feedback here on the sand pit - which was a great idea. I noticed I get a penalty shot when hitting into the sand pit, I assume you're aware of that (that it shouldn't). How come the power meter moves a lot slower when in the sand? It could stop half way or result in half as long shots perhaps. Also noticed that the blue putter meter continues past the end of the normal power meter, about five columns... that's new since r42. The above image is not a bug, it's the red player standing in the red sand pit.
  11. I think you should try and make it gray, are you (still) using a finished routine to draw or your own? In the blit routine http://channelf.se/veswiki/index.php?title=Snippet:Blit You set two colors, you should be able to use background and green... if you want to - if the ball is hidden in the sand pit is perhaps not a problem as the player marks the spot very well. Also found a bug, redraws in red there outside the sand bit. I believe these are the color definitions: red = $40 blue = $80 green = $00 bkg = $C0 clear = $FF Not that anything is slow, but if you'd like to save a little processing time, use - instead of "li red ": lis 4 sl 4 Same in all situations where you have $x0, and $0x is always loaded with lis and not li. You'll use the same amount of bytes of machine code but half a cycle less (2 instead of 2.5). It's worth the effort for often repeated code, like graphics. For li $FF the quicker method is clr com The quickest method is of course to load from a register. lr A, "r1" is just a single cycle - but you have to get the data from somewhere in the first place - and that's only for registers already set in ISAR or directly addressable. Remember that the values are latched in ports, if you loaded colors and coordinates you often don't need to load them again in a routine. Love the game, it will be a joy to play when it's done.
  12. Sand pits in background color sounds like a good idea, also the half length hits. Maybe ball could be flashed slowly to blue (or change color) if it has landed in sand. Carlsson: The VRAM is 128x64 but two columns are used for palette setting, so max in theory would be 126x64 - it's however not shown on screen. Not sure what the maximum size is but MESS decided to go for 102x58, hiding a couple of rows on top and left. On a real screen it can vary probably as much as 108x60 and less than the 102x58 - atari2600land knows about the limitations and now keeps to the middle of the screen not to risk anyone not seeing stuff at the edges (chicken). Golf course could be bigger (wider), don't know if there are technical details with the current setup that prevents a larger playfield. They could stretch over more than one screen I guess...
  13. I sent him a message, he said it would be sorted out soon. No immediate hurry, I bet there's a lot to handle after such a move.
  14. Hello, first time I write about anything related to the website I think... 

    I have had this sales thread running for almost 10 years. First post have been updated and edited in the last 10 years for information about new batches, changes in prices and content as well as updates for buyers current orders. 


    But it seems I can't do edits anymore - post is stuck as it was on June 13th. Is it meant to be this way from now on, did someone decide it was no longer a good idea, what happened in the last ten years to end up with this? Will it be better to write a new post in the thread every time there's an update? Is it better if I start a new sales thread for each new batch? Who will benefit from this?
    The post is not written as if it was going to be locked in, it was meant to hold dynamic information - as it has been able to do in the last ten years... 

    I know other forums has a short editing period and then lock posts but often the first post is left editable. As a long time member you'd perhaps be able to apply for "editability"?

    Please let me know and I'll see if I need to change my strategy for any future sales.

    1. Albert

      Albert

      This is only a temporary issue, it will be fixed soon.  Within the next day or two.

    2. e5frog

      e5frog

      Great, thanks.

  15. WTF!! I can no longer edit the first post in this new "wonderful" forum!?? That really screws things up - and it sucks - major sucks.
  16. I'm happy that you do, see instructions in the first post of this thread (and the PM I sent).
  17. Faster power meter is nice, adds some difficulty. It should do something bad/odd/strange if it reaches max and no direction has been chosen instead of letting the player press at any time after the max has appeared. Love the game, wish I had thought of it.
  18. Still have a couple, check first post in this thread for details. Don't know what the price is in Euro but 90-something - but I want you to send US$ through PayPal if possible. Shipping is included.
  19. On the serious side... Perhaps you could take suggestions where we could use the already used obstacles and set these up in clever ways - for nine more holes. Select with buttons 1/2 how many holes you want to play? Maybe add a second player (blue) if you have a register to store the second player's score in, there's room to draw it on the right side. You could add a "click"-sound to when you hit the ball. You could add a compensation factor that makes the movement in X look the same as in Y. As the pixels are rectangular standing on the short end the ball moves visually further in Y than in X. Red on green isn't a personal favorite of mine, maybe some more blue or lt grey details in the course? Blue hole? Allow smaller rectangles on water? There's no difficulty if you want to hit at max power, push the button and then just wait until it reaches max, you can even go make a cup of coffee before selecting direction. Maybe it should go bezerk and hit max in a random selection or something - or mark it as a missed hit. I like the end screen as much as the start screen, end screen needs a melody as well, IMHO. Best score so far on v41: 47 - just three diagonal (those are hard to hit) shots on the last hole.
  20. walterg74 got the discounted one, thanks walterg74! Will get right back to the laboratory as soon as I can.
  21. No takers. So what about $85? Would be really nice to get it but I'm not going to borrow money just to get it. Maybe it and funds are available at the same time later on in the week (only 4 days to go).
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