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Everything posted by unhuman
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I got it to build! Here's a ROM I built tonight (for ColecoVision) SPAZATAK.ROM DOSBox works - but it's slow. Doesn't seem I can max it out, so builds take longer than I'd like... This would show you, perhaps, what Turmoil might look like on the TI. It's actually harder than I remember.... I'm still not sure it's fun, though... This game is missing: sounds pauses between deaths / button mashing problems pauses between levels / button mashing problems. Get your Dad to load it up in a ColecoVision emulator and let me know what you think!
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And.... I've found 2009 code in my old SVN repository! Code pushed! Looks like the tools I built upon are 32-bit Windows... So, I'm trying to figure out how to rebuild this. DOSBOX might let me do this on Mac... Playing soon. This might be a candidate for recompilation with gnu c compiler...
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I've pushed my source code to: https://github.com/unhuman/SpazAttakColecoVision
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I found my source! Edit: Looks to be from 2006, so probably lost a ton of stuff, though. Edit: Yep. From a quick look at the code, I have just moving + shooting. No enemies.
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Found this: https://archive.org/search.php?query=spaz%20attak
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N41 Hopefully my wife won't notice the missing funds.
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Thank you... But Spaz Attak was to be a Colecovision version of Turmoil....
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My spaz attack appears to be linked here.... http://www.beeslife.com/colecovision/colecovision.php Found a video: I haven't fired it up again yet... And, I haven't found the source code....
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Nevermind - no disk controller.
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Wish forums had follow to get notifications. I'll keep my eyes open for a status update.
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I had an old compaq R3000 which was black and silver.
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What will be your Fall/Winter project for the TI?
unhuman replied to Omega-TI's topic in TI-99/4A Computers
Ive got a working game.. Just need to finish it. -
That looks like Laser Gates: Now, I need to find time to try it!
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I had problems when I was running Classic99 in a Program Files folder. It works better for me under my own directory.
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O.T. (sort of): running older android apps on newer releases
unhuman replied to jrhodes's topic in TI-99/4A Computers
Fix it! It's open source: https://github.com/elorimer/droid99 -
Of all my dead threads, this is the one the comes back up! You should port Knife Fight too!
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+1 been away but want one.
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I started writing Turmoil (in C) for ColecoVision. I have a playable game... No sounds. Been a few years... It just wasn't fun like that Atari version, so I stopped. I can hunt down my source... Maybe I still have it.... It was called Spaz Attack or Spaz Attak - I can't even find my posts in the CV chat here about it... Edit: Don't think so. I think it was lost when my Mac Bootcamp partition got killed by an upgrade of OSX and/or Parallels. Lost a bunch of stuff.. I'll look at my archives, too, but my hopes are low.
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JetBall (Hypa Ball clone) (In Progress) XB256 Compiled
unhuman replied to LASooner's topic in TI-99/4A Development
So, that sort of implies that sound effects should be rendered on player1 and music on player2? That way effects override music? -
Full instructions are indeed in the manual.
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JetBall (Hypa Ball clone) (In Progress) XB256 Compiled
unhuman replied to LASooner's topic in TI-99/4A Development
Sounds amazing! A few things to note from my limited expertise with sound lists... You have to be careful since you only have 4 channels to play with, so the sound list could conflict with sound effects. The musical score that I'm using for my game has (at most) 3 notes that play simultaneously - but I wanted to have a note + the noise channel available for sound effects. What I did was drop a 3rd node (actually, I averaged 2 of notes that were played together). I'm no musician, but it sounds fine to me. And, I have sound effects. If you steal all your sound for in-game music, you'll have no effects. Also, make sure you read the documentation for the sound list thoroughly. I noticed you had some repetitive portions of your music... You can provide commands to loop duplicate pieces, which (maybe?) saves memory b/c the sound list handles that in an optimized fashion. -
Wow! You made my day! This has always bothered me whenever someone praised Asgard. Wonder now how much was skimmed off the "famous" developers.
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Sorry for the long delay. TL;DR it's all working. My responses in BLUE
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I'd be hesitant to blame just the community on decimating the providers. I blame the providers too. I personally had a very bad experience with Asgard. I had written a program called Artist Enlarger, which I released as shareware. Asgard approached me to sell it, so I removed it from shareware and signed a multi year deal with them for distribution - I think it was 2 years. I was excited to be associated with the "best" company in the TI world. The program was well reviewed in a subsequent issue of Micropendium. Over the contract, I never received a single penny from Asgard. They claimed they never sold a single copy. As soon as the contract ended, I sent written notification to Asgard telling them they no longer could sell my software and wrote to Micropendium announcing the return to shareware and how the contract was over. They published that notification. Once again, revenue began to trickle in. While I can't say for sure that he was lying, I certainly have no evidence that he was telling the truth. And, it certainly sounds implausible. -H
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The music is indeed *NOT* using player 2. I had it all working and sounding great - in XB. Then I went to compile and it won't and sounds bad back in XB. I am using > 640 bytes so I do CALL LINK("XB256", 1054) as directed as my first statement. Going to take a little break.
