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Everything posted by unhuman
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Linky for the lazy - heatwavebbs.com - although it's not responding for me.
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Well my surgery didn't stick and the stuff I'm working on at work is coming out *THIS MONTH* so hopefully I'll have some dopey time when it's re-done (Sept)... Last time, though, I had to work through the meds.
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Pretty cool looking!
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Not sure why or how, but I explicitly remember the specific diode needed for this (1N4148) and did this mod. On my TI, however, when the diode warmed up, the repair would fail and all characters typed would be lower case. Never got a lasting fix. One beautiful / lucky feature of the TI (not the keyboard specifically) was that you could hit a single key to get keywords to appear. The only one I ever used consistently was alt-p (I think) for PRINT, since it was mnemonic.
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FYI - the current "Humble Bundle" has Organ Trail (parody) as part of its current pay-what-you-want package for PeeCee and Android: https://www.humblebundle.com/
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I'm surprised this is taking so long.
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not a winner, but pushing the winner 1 post closer.
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Now I want one too!
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Some encoding might make rendering the game quicker and smaller. Of course, then, you might lose your bragging rights! Looks interesting.
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Free on Amazon today: http://www.amazon.com/mobile-apps/b/?_encoding=UTF8&tag=atariage&camp=1789&creative=390957&linkCode=ur2&node=2350149011 At least the battles sort of look like TOD. Maybe worth a shot? Haven't played mine yet.
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I started to try to port it for the Wii, but backed out. Never built it. The author, however, was very helpful - so you should be able to email him.
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I remember what rocky remembers!
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Suggest some TI Basic command prompts for my 4/A?
unhuman replied to toptenmaterial's topic in TI-99/4A Development
On this forum, somewhere is a thread with a bunch of small code samples... Let me see if I can find it. Here's one, but it's not the one I remember: http://atariage.com/forums/topic/193788-pieces-of-programming/page__hl__small -
Wrong thread.
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It's something I was planning on trying for my next game... Not sure how well it'd work with auto-motion though... Basically I envision the logic as being: Let's say - for a game like pacman - you have pacman + 4 ghosts. Obviously, you'd want there to be a constant sprite being pacman, so you have 3 sprites for 4 ghosts... What I'd probably attempt to do is overuse sprites. Why? That'd reduce flicker when the sprites were not on the same line... And, we'd only need one sprite to rotate in this case. So, what we'd have 1. pacman 2. top ghost sprite 3. next ghost sprite 4. next ghost sprite. 5. next ghost sprite 6. inky 7. pinky 8. blinky 9. clyde So, the 4 ghost sprites (6-9) will move around as normal. then, periodically, the topmost ghosts will flip to some hidden location, change colors, and flip back to the new ghost location. By cycling these over top of the ghosts, I think sprite flicker would be eliminated when there is no overlap and minimized / rotated when there is. I'm sure this could be optimized further... And, again, automotion would be problematic to coordinate. For example, one could probably get away with 3 "over top" sprites since inky would be allowed to flicker when the 3 overtop sprites were on the other ghosts... -H so, the topmost ghost sprite would switch between
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pretty awful considering how unresponsive the controls are compared to pac man.
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How to: "Convert" RF Modulator cable to composite cable
unhuman replied to RobertLM78's topic in TI-99/4A Development
Yep. When I make the cables, I will buy the 3 RCA ended cables (video, left, right - yellow, red, white) so that audio is sent to both channels. Many TVs, however, detect audio sent to only one channel and will send it to both speakers if that's not the case. -
Yeah, you paste the hex in... IIRC you can paste a larger amount of hex in and it'll work its magic, but maybe that was just a future idea. It's open source so if you want to make changes, you may - and I'll include them. If anyone really wants to do stuff, I can create a project on github or google code or....
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I can self-promote too: http://atariage.com/forums/topic/163880-my-sprite-editor-try-it-out-updated-layering/#entry2023394 Also, make sure you check out the development resources for a complete list of (almost) everything: http://atariage.com/forums/topic/153704-ti-994a-development-resources/
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I'm pretty much in agreement. I probably learned far more than my friends who had non-TI's as kids... I could write and understand almost everything I saw (as someone else mentioned), but the ability to write something "good" was always a challenge. Games on the TI were generally pretty poor compared to what was produced for C64, Atari, and Apple II.
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That is so cool. Any docs on how to write sound lists?
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I like the draft idea, but I think you'd need to present the stats on the players and obviously will affect the balance of the game... It would be good to have some fielding stats too. Of course, you add that and boom - much more work.
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Couldn't you just create an offset table?
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Not yet - will do it RIGHT NOW! My notes: 1. It started me at the top of the 9th 2. I'd prefer you to scroll things up the screen that occurred rather than print + call clear. 3. home team lost 3-0 (after 1 inning) with all aggressive play 4. might be easier / cleaner if you used data statements for the player info and other info that's grouped (instructions)
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Because it does. Seriously. Extended BASIC doesn't have the same "feature".
