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About jacobus

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  • Birthday 12/31/1965

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  1. HBO - Hamilton Burlington Oakville Atari Users Group (Ontario, Canada)
  2. Seastalker is the easiest but it so simple (the game keeps offering help) that solving it does not feel satisfying at all. I would recommend either The Witness (murder mystery) or Hollywood Hijinx (fairly logical puzzle solving) Planetfall is a bit tougher, but a lot of fun!
  3. It wasn't so much a matter of cheapness (the feelies were all included in the grey boxes) so much as outraged retailers who wanted smaller and more conventional packaging. Can you imagine trying to put the original StarCross saucer on a store shelf? Never mind the folios that either took up a massive amount of space when displayed face forward, or disappeared completely when shelved sideways.
  4. I found it quite challenging! It's one of the only four Infocom games that can fit the entire program and data onto a single side of an Atari disk, so while the game is a bit short, the puzzles more than make up for it. Also, possibly the first of their games where the Feelies acted as copy protection - you will need the star map to progress past the first few moves. (feelies are also needed for Infidel - both at the beginning and throughout the game)
  5. Zork I,II,III Deadline Starcross (with a friend - we spent an entire weekend hammering at it) The Witness (the first one I solved) Planetfall (my favourite - somewhere I have a printed walkthrough of the entire game) Enchanter, Sorcerer, Spellbreaker Infidel (a close second favourite) Seastalker The Hitchhiker's Guide to the Galaxy (with help (lots) from the Invisiclues) Cutthroats Hollywood Hijinx The Lurking Horror (on the ST) ...all back in the day I played RTZ to about the halfway point, but just couldn't finish - even getting that far was a grind I tried to interest my kids in playing - even the avid readers weren't interested. Has anyone's offspring enjoyed them?
  6. I'm a little late to the party, but I highly recommend a language called "Quick" from Raindorf Software, now available from DGS. Basic-like syntax, compiles to fast machine code, gives you access to DLI, VBI, fine scrolling, etc. (Still a work in progress, but this game is written in Quick) ZombieAttack RC3.xex This DLI example makes the top part of the display appear to fade in by incrementally increasing the brightness of the first 8 scan lines INTER DLI1 ;pfield0 A LOCAL BYTE [ V0,V1,V2,V3 ] BEGIN PUSH SYNC(1) CHBAS=168 ;alt1 charset VSCROL=VFS ;set fs values for top *set starting colours V0=32 ;40 red-orange V1=160 ;168 blue grey V2=112 ;120 ultramarine V3=64 ;72 red *fade in REPEAT PFCOL0=V0 PFCOL1=V1 PFCOL2=V2 PFCOL3=V3 V0+ V1+ V2+ V3+ SYNC(1) UNTIL V0>=40 DLI(DLIFOUT) ;make next DLI active PULL ENDDLI
  7. Would it be possible to daisy-chain multiple units instead? Could that be one of the expansion cards?
  8. Nice setup Alfred! The amount of dust on that XL suggests it ran for a very long time without intervention. What was the name of your BBS? (I'm assuming it was local to the GTA) The Toronto Sun Sunshine girls - the first page of the newspaper anyone ever turned to :-)
  9. I'd be interested in the right cart version
  10. Take care Jay and get well soon!
  11. That is the first software collection I've ever seen that does not include any pirated items! Amazing! 🙂
  12. Sure 🙂 but it's in Quick so may not be much help. The PUSH/PULL, IPUSH/IPULL, ZPUSH/ZPULL (currently commented out) are supposed to be used to save and restore the CPU registers but the documentation is both confusing and contradictory and I have never quite figured out how to use them properly. Is this something I can add to the copy routine instead? INTER VERTBLNK LOCAL BYTE [ V ] WORD [ VD,VM OP=130,SP ] BEGIN * PUSH * IPUSH * ZPUSH * SP=OP IF VBENABLE=1 ZZC=0 REPEAT CALL($00,$00,$00,$4C00) ZZC+ UNTIL ZZC=33 VBENABLE=0 ENDIF *Horizontal Scrolling IF SCRLH=1 ;scroll right --> IF HFS=9 IF HCS<16 ;limit of screen IF MAPXR<65 HFS=12 HCS+ ENDIF ENDIF ELSE HFS- ENDIF ENDIF IF SCRLH=255 ;scroll left <-- IF HFS=12 IF HCS>0 IF MAPXL>0 HFS=9 HCS- ENDIF ENDIF ELSE HFS+ ENDIF ENDIF HSCR00=HCS HSCR01=HCS HSCR02=HCS HSCR03=HCS HSCR04=HCS HSCR05=HCS HSCR06=HCS HSCR07=HCS HSCR08=HCS HSCR09=HCS HSCR10=HCS HSCR11=HCS HSCR12=HCS HSCR13=HCS HSCR14=HCS HSCR15=HCS HSCR16=HCS *vertical scrolling IF SCRLV=1 ;top down (plyr moves up) IF VFS=0 IF VCS>0 IF MAPYT>0 VSCR00- VSCR01- VSCR02- VSCR03- VSCR04- VSCR05- VSCR06- VSCR07- VSCR08- VSCR09- VSCR10- VSCR11- VSCR12- VSCR13- VSCR14- VSCR15- VSCR16- VFS=7 VCS- ENDIF ENDIF ELSE VFS- ENDIF ENDIF IF SCRLV=255 ;bot up (plyr moves dn) IF VFS=7 IF VCS<16 IF MAPYB<64 VSCR00+ VSCR01+ VSCR02+ VSCR03+ VSCR04+ VSCR05+ VSCR06+ VSCR07+ VSCR08+ VSCR09+ VSCR10+ VSCR11+ VSCR12+ VSCR13+ VSCR14+ VSCR15+ VSCR16+ VFS=0 VCS+ ENDIF ENDIF ELSE VFS+ ENDIF ENDIF *handle joystick IF STICK0<>15 V=JOYX(STICK0) ;LUT ADD(PX,V,PX) SCRLH=0 ;no scroll flag IF PX<124 SUB(PX,V,PX) SCRLH=255 ;scroll left flag <-- ENDIF IF PX>125 SUB(PX,V,PX) SCRLH=1 ;scroll right flag --> ENDIF V=JOYY(STICK0) ;LUT ADD(PY,V,PY) SCRLV=0 IF PY<119 SUB(PY,V,PY) SCRLV=1 ENDIF IF PY>121 SUB(PY,V,PY) SCRLV=255 ENDIF ELSE SCRLH=0 SCRLV=0 ENDIF * OP=SP * PULL * IPULL * ZPULL ENDVBI
  13. Thanks for all the help, I am definitely closer! The code (with some very minor changes) works when called from the main part of the program but fails when run in the VBI. I should elaborate - it runs properly once when called from the VBI but then locks up the computer. Do I need to do something different when exiting? .lsfirst zplocation .equ $CC ;; Uses memory locations starting at this address. org .equ $4C00 ;; Start of main code src .equ zplocation+$0 ;; Source dst .equ zplocation+$2 ;; Destination bytes .equ zplocation+$4 ;; Size .org org ; caller sets src & dst & bytes ; Y is size minus 1(!), maximum of 127 (i.e. 128 bytes) memcopy ; sta dst ; stx dst+1 ldy bytes loop lda (src),y sta (dst),y dey bpl loop rts .end
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