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Everything posted by unhuman
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Not sure what this is, but... TIFILES n€žPn ........................ ZERO DATA 0 ONE DATA 1 PI DATA 3 RND DATA 0ÿ NC1 DATA 1054NC2 DATA 6176NC3 DATA 7194NC4 DATA 7218 NC5 DATA 0 NC6 DATA 1NC7 DATA 50 NC8 DATA 2NC9 DATA 150 NC10 DATA 3NC11 DATA 350 Maybe because I'm using the old Random? Trying the new way.
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Attempting to Assemble... Get UNDEFINED SYMBOL - 0005
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FIX: I had a dyslexic number. Having a problem with my Sound List. It works fine from the command line. Playing the music works and playing sound effects over it works fine too... But, when I'm in my game, music works fine, but once the sound effect is played, the music stops and it plays just annoying tone indefinitely. If I just take the merge file and only the merge file and do: 10 CALL LINK("PLAY",MUSIC) 20 CALL LINK("PLAY",SOUND) it does the same thing (annoying indefinite) Without revealing anything, here are the sound effect portions of my file: 2000 !SOUND 2010 !PLAYER2 2020 CALL SOUND(10, -5, 1) 2030 CALL SOUND(10, -5, 1) 2040 CALL SOUND(10, -5, 1) 2050 CALL SOUND(10, -5, 1) 2060 CALL SOUND(10, -5, 1) 2600 STOP 3000 !NOISE 3010 !PLAYER2 3020 CALL SOUND(33,110,0,-7,0) 3030 STOP Any clues?
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Night Stalker - (XB256 compiled) FINAL VERSION
unhuman replied to LASooner's topic in TI-99/4A Development
This code: 890 IF (MX>8)*(MX<14) THEN MX=9 900 IF (MX>28)*(MX<40) THEN MX=33 910 IF (MX>50)*(MX<64) THEN MX=57 920 IF (MX>75)*(MX<89) THEN MX=81 930 IF (MX>103)*(MX<121) THEN MX=113 940 IF (MX>123)*(MX<136) THEN MX=129 950 IF (MX>138)*(MX<152) THEN MX=148 960 IF (MX>161)*(MX<177) THEN MX=169 970 IF (MX>186)*(MX<199) THEN MX=193 980 IF (MX>210)*(MX<224) THEN MX=217 990 IF (MX>225)*(MX<233) THEN MX=233 Could be reworked as: 1 DIM MX1(11)::DIM MX2(11)::DIM MX3(11)::MX1(0)=8::MX2(0)=14::MX3(0)=9.... You could also use data statements. 890 FOR I=0 TO 10::IF (MX>MX1(I)*(MX<MX2(I)) THEN MX=MX3(I)::GOTO 892 891 NEXT I 892 REM continue on... We have short circuited all the conditionals. -
Night Stalker - (XB256 compiled) FINAL VERSION
unhuman replied to LASooner's topic in TI-99/4A Development
Played it a bit ago. Was reserving feedback after you finished, as you already had all my issues covered. BTW - the new video doesn't work. One thing I'm a bit concerned about, however, is your intersection tracking. That's a lot of logic... You could put all the check 1, check 2, resetTo variables in an array and then iterate on the array. That'd save a lot of memory. -
So, tonight I composed (well, converted) the music for my game. It's unfortunately way too large.... Are there any tricks to have longer sound lists? It'd be nice... Edit: Nevermind. Just compiled it to data statements and it works just great. Documentation scared me. BTW, sorry for all the spams. I'm pretty excited about what I'm doing and trying to keep moving. My code is pretty crazy. If I go away from it for too long, I probably won't be able to read it anymore.
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No. One day I'd like to experiment with it, but I'm just trying to leverage my nostagia.
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Thanks Tursi! I'm not doing anything special, other than having some long lines.... I had one go in that actually made it to the 7th line. Unbelievable!
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I can't say how awesome and amazing the XB256 kit is... I had no idea that it'd be so easy to develop games with - the custom environment (gray screen) is amazing and makes integration so simple. Also, gray is better than cyan! If I knew this, I wouldn't've even starting coding in regular XB and been able to take advantage of more characters, etc. It just works.
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No, I can't share. Otherwise you might be able to guess what I'm working on. It's interrmittent. And, yes, Paste XB.
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I don't know if this is Classic99 or my just doing crazy stuff (probably not), but it seems like Classic99 is crashing quite a bit, particularly when I paste. I can't restart - when entering XB, it freaks out again, with similar screen + beeping and booping. I'm a Notepad developer, so cut & paste means I don't lose much. I also intermittently get line too long. Sometimes I can past and it works other times, not. This seems to happen when lines are between 5 & 6 screen lines long. I get unresponsive screens like this:
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Anyone have a good way to convert from bitmask to screen locations? For the game I'm working on (which is finally coming together), I'm using a bitmask.... I'd like to be able to draw something so that if I have a value of 100011001, I'd like to be able to draw characters: * ** *. I'm currently doing this in a loop, checking each bit, but there's got to be a better way.... I'm using XB, but this will be compiled when done. -Howie
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Super helpful guys. TI99Dir was very nice to use. https://github.com/unhuman/ti99/
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@Shift838 Nope, that doesn't work. Syntax error. The manual does talk about using the clipboard as a device, but no details. save clip didn't work either.
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perfect, thanks!
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Looks like I lost / can't find / whatever my old files. I'd love to be able to get the code as text out. Possible? I'll lose my comments (since those were inline), but at least I'd have my code. Thanks - Howie
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I've got things moving along. I decided to start with a port of a friend's game. I almost have the entire base compiling (leaving all the drawing / etc stuff todo). It didn't like bool and declarations of the loop. The assembler complained a ton, but I think I may not be using the correct one, although it did complain about joyst and a few other things. I'm curious to see how big this thing is compiled - but I'll need the assembler output to verify. If this works out fitting... Pretty awesome. -H
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Thanks @Tursi for the video... I watched it and have used it extensively. @Insomnia, A few things that would be great to get added to the first post: 1. If you are using Cygwin, apparently you gotta use the 32 bit version. I started with 64 bit and had problems. Of course, maybe that was because I missed what appears below 2. export CFLAGS="-g -o2 -Wno-error" is very important. Tursi highlighted this, and I didn't see it elsewhere in the thread. But, I've been flying around quite a bit. 3. The installer script didn't work for me. Of course, I tried it with 64 bit. Could also be b/c it's missing CFLAGS. Right now I'm going to compare what I can do with C versus XB. Let the game (writing) begin! -Howie
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b99 cross-compiler *WORK IN PROGRESS*
unhuman replied to retroclouds's topic in TI-99/4A Development
Bumping this because it is awesome. -
Moving a sprite through a Maze, Extended Basic
unhuman replied to LASooner's topic in TI-99/4A Development
That's fantastic. You may need to be mindful of >4 sprites per line. In my head, that's always the biggest challenge, especially when you consider bullets, although perhaps you can use character animations for those. If you do that, then you could just prevent the 2 bats from ever crossing paths. Then you're done. -
If that works - you could try just deleting and recreating line 80. Some other munge on the line?
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Moving a sprite through a Maze, Extended Basic
unhuman replied to LASooner's topic in TI-99/4A Development
Auto-sprite motion will cause you problems here - because XB is slow and you'd need to stop the bad motion and jump back to the last good space. I'm going to be working on some maze stuff too... I'm making the assumption of no motion + compiler and see if it works. -
Yeah, I don't know how it's going to wind up and I'm getting ahead of myself. I'm largely not planning on using auto-sprite motion for this because it'll be far easier to be able to cycle sprites to permit flicker / allow more than 4 sprites on a line. It'll also allow me to track objects in a space that's larger than the screen an only render them if needed.... Like I said, I'm getting ahead of myself, but maybe it falls into "planning." Anyhow, assuming I get time this weekend, I'll be able to handle the feasibility of my implementation.... The game is definitely doable. Just if my brain can put it into the right form for the TI.
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Ebay is a good place to shop for NOS.
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One thing that I think would be helpful is the ability to track time... I'd like my game loop to be consistently timed, no matter how long things take.... Something like this - let's say I want my loop to have a total time of ~ 100ms.... Loop Start Capture TimeStart Do Stuff Capture TimeEnd Sleep for 100-TimeEnd-TimeStart End loop My plan is to not use sprite motion, but to move sprites around manually. Why? Because I anticipate having too many objects on screen, so will need some sort of flickering algorithm. Honestly, I don't know if the FPS I anticipate will work, but constraining the loop to be consistent will be important. Thanks!
