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About ravenxau

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    Star Raider

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  1. Ah.....SCRN looks at nibbles, not addresses....thats why the the second part of the formula needs *16...... It all makes sense now...thank you both for the insight
  2. Thank you Mike B. - Works perfectly.... and I'm using BASIC Interestingly, after reading the reference manual and a few web sites, I was under the impression that SCRN only works in graphics mode, not with text mode as there was no examples like this
  3. OK....I got hold of a PDF of the Apple II Reference Manual and have worked out that the screen ram is mapped into blocks with offsets of 128 instead of 40 for the 40 characters per line...... Is there a common formula that programmers use to convert x,y values into an absolute screen address?? If there is ,I can just peek the relevant positions on the screen and not worry about the VTAB:HTAB method
  4. I want to migrate some of my commodore 64 programs to the Apple II. I have most of the ideas sorted with the exeption of screen ram. It seems the Apple II screen ram starting at address 1024 is not in one contiguious block like the commodore 64. I was wondering if it is possible to set the cursor position with VTAB and HTAB and then peek a location to read what character is in that position on the screen? any help or insight would be helpful
  5. when you have the key - "slide" down the wall by pushing diagonally down and right - you will go straight through first time - no need to 'jiggle' to find the right spot
  6. OMG!!!!....Why have I only found out about this now???!?!!?..... I loved Gauntlet in the arcade, and played it for hours on the Commodore 64 back in the day. Having played this version for about half an hour, I can say I am hooked and love it, and to be honest, it is MORE fun than the Commodore 64 version - going to take this and an emulator to my local club and play it on the Big Screen!!! Thank you for all the hard work you have put into this.
  7. Sorry to bump an old thread - but I just discovered this and had to comment:- What a great port of a classic arcade game, and all in 4K. I have managed 12,900 so far - but am looking forward to bettering this with some practice. One question for Ed:- Am I right to assume that the enemy cars are multiplexed (same as the ghosts in Tod Frey's Pac-Man) as software sprites are beyond the scope of working in the 4K enviroment? - All so to Ed, well done for keeping the original spirit of Atari 2600 gaming alive by not relying on DSP+, extra RAM,etc... and showing what can be achieved with basic hardware. edit :- best score now 26,400
  8. You were correct - installing the Visual C++ 2008 runtime package has solved the problem. Many thanks for you astute analysis and help. Now to start writing some code and games!!!!
  9. ahhh..... that would be it, I'm actually using MicroXP (a cut down version of XP) - I did try a few different versions of IntyBasic (Command line) and the source code was just one of the included examples in the zip file. Micro XP must have something removed that IntyBasic needs... might sound odd, but is there any chance of a DOS version (just for assembling and linking) that would work under DosBox?
  10. I have used assemblers befor - Intybasic crashed without even producing an output .asm file hopefully the new tools will sove my problem - look forward to trying them thanx for the help.
  11. I just tried to complie an included example with intybasic and get the following error: system cannot execute specified program I'm running Windows Xp SP3 are there any necessary .dll files or anything else that I may be missing?
  12. I just tried to complie an included example with intybasic and get the following error: system cannot execute specified program I'm running Windows Xp SP3 are there any necessary .dll files or anything else that I may be missing?
  13. Awesome work - perhaps the most faithful version compared to the arcade game.....Hack 'Em also comes close, and Nukey's Pacman8K is great (considering it uses the original code base)
  14. while working on a graphical hack of Pac-Man (Tod Frey version) and comparing game speed matrix from the manual with the actual gameplay (via emulation on android tablet) I noticed that there seems to be little difference between the speed of pacman and the ghosts in games 2 and 6....although the manual lists them as being different...I did a simple benchmark of just seeing how far the ghosts went as i ran a standard pattern of just moving pacman from it starting position and going left and straight up to the top wall of the maze (game 6 does 'feel' more intense) ...has anyone else noticed anything similar or different.... perhaps different rom versions or the emulation platform may have something to do with this???? Edit:- perhaps it's just that in game 6, pacman is a bit faster than game 2...but not by much...
  15. I was testing this on my Android tablet and the colors looked very washed out and dull, so heres a quick edit with some brighter colors for the maze, enegizers and ghosts. PuckMan_Light.bin
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