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Posts posted by unhuman
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I'm trying to avoid all sorts of branches... Just wondering about the oddities. Just wanted confirmation that the system was crazy and not me.
-H
40 IF A>B AND X<Y AND P=1 THEN GOSUB 300 ELSE GOSUB 200
This checks for 3 conditions and if ALL are true, it jumps to 300. If ANY of these are UNTRUE it will jump to 200. Of course, this looks bulky... But it works.

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It's amazing how quickly this stuff comes back. I stayed up way too late last night, but I have all sorts of stuff moving around & animated. I'm definitely over-optimizing, but that could just mean more features. I'm pretty amazed at what I've done in about 10 lines of code so far and 6 lines of data... I could definitely tighten up my data too...
So, is it me, or does XB IF / THEN / ELSE work a bit funny? It seems to be doing all the stuff in a statement.... So, if I have:
REM I didn't run this test specifically, but this is sort of what I think happens based on my work so far
10 A=1::B=2
20 IF B<A THEN PRINT "HELLO"::PRINT "GOODBYE"
In this case it prints nothing....
Also, it appears that you can't put a FOR loop after the conditional... - it blows up
This stuff is forcing me to waste precious lines of code...
But I'm sure I'll have plenty left...Also, are there any tips on optimizing XB? I remember there used to be a CALL LOAD that would limit the # of sprites processed - so that the system wouldn't waste as much time. IIRC it was pretty negligible, but I'd like to do whatever I can to speed things up.... I'm gonna need it.
-Howie
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Is it me, or does XB not have a modulus function?
XB will also tokensize your code for you... If you add EXTRA or unneeded spaces, it will eliminate them all for you, allowing you to go back in and add more as well.

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OH - I just remembered an old hack - altho using a text editor voids it... If you enter a "tight" line (with no spaces between separators, etc), you can then edit that line in the console and get more space...
Glad to see you having fun!!!
XB IS a very powerful language and very flexible and versatile. Many people give it a bad wrap, but you can see how fun it can be coding in XB.
. I did my first couple demos in XB and was so pleased with the results that I started doing full games... This contest is for YOU, man.. Keep having a blast with it, and I hope you find a love for the language. Remember that this a 30 line contest, but if you want, you can put your character definitions into DATA statements... You're allowed up to 40 lines as long as any lines over 30 are DATA satements. This gives you some extra flexibility.
Just sayin. 
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Wow. I must say I'm very impressed as to how much I can do with so little code. I've got just about all my objects moving around as I want... With no collision detection / etc. I don't know if it'll all work, but I've got tons happening in 7 lines of (multistatement) code.... My game has already evolved to be very different than what I originally planned.
And, here are a few tips.
1. Write your code in a windows-based text editor and paste it into the emulator
2. Put remarks in between lines of code - so it won't count against you, but it's obvious what's going on
-H
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Can you post a link to the first one....
Regarding the 2nd one - sounds like an easy hack to add a switch to basically map the "push right" to the button as well when switch is flipped.
So I got two sets of paddle controllers today that I bought via buy.com. The first pair is a clone of the old 2600 controllers, i.e. two paddles on one port. They're ok, but they don't seem to have the same "feel" or "heft" like the 2600 controllers I remember. They really do feel like 'cheap knock-off'. They play alright though. But the other thing I got, just to try, was a pair of the Sears controllers. Wow, cool! I had no idea about these things - you can use them as a joystick OR paddle, but the 'fire' control is pushing the controller to the right when used as a paddle. Great heft, very precise. The only thing that's odd is in Warlords - because you have to push the controller to the right to work as a button, it's not so easy catching and releasing the fireball. Breakout and Circus Atari play just great though!
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It's interesting... I think Pitfall had a lot to do with it. Anyhow, a few years ago I posted a message (on Yahoo group) saying I was gonna write a new game for either TI and Coleco. The people there either had no interest or said Coleco was a better platform and nobody wants new games.
-H
We're resurging as a community...
There really has been a resurgence, and I'm very impressed by it. The TI was my first computer, so it's exciting to see an increase here in the number of threads discussing it. I'm looking forward to the completion of many of the projects I'm reading about. Keep it up guys!
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I'm in there. But I'll start my work tonite - if my wife doesn't have too much housework for me.... Hopefully it'll go quickly

Great!!!
. Please come over to the TI programming forum here on Atariage and give us a shout... Hopefully it'll spur some more interest. 
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Ok.. I've got my idea!!!! I think it'll wind up being an XB game, though - I'll need to use display-at. and 30 lines of XB + 10 data should be plenty...
-H
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Piling on... I'd like an E/A cart - no need for disks.
-H
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I can do it.
I'm on the yahoo group (if that's what you're referring to).. I'm currently working on a CV game... I'm thinking about what I can do in TI-Basic, as I'd view that as far more of a challenge.... FAR MORE.-H
Unhuman--- Classic99 supports joystick just by using the arrow keys.
. You could do it up, man--- come over and say hello to us on the TI-99 forum. And do you guys have any idea where else I should post this topic to generate non-TI programmers interest? I want to bring some folks over to do this contest. 
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This game rocks! Pun not intended, but... appropriate.
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Wow. 30 lines in basic... I'm hoping to be impressed. I should think about what I could do. But - looks like that guarantees joysticks and no keyboard controls

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If you set it up that way... Basically, most installations put it on a switch. One way = Flashback code, other way = cart.
No, it didn't... with only 15,000 units in the initial run, they wouldn't spring for a new chip die, so my rev update is sitting and collecting dust :-(
Curt
Only 15,000? Man, I thought the Flashback 2 did a lot better than that. Seemed to be all the buzz when it was being sold.
As for the Harmony mod, I have an original flashback2 I might do that to. Does it basically just go straight to the Harmony cart, ignoring all other built in games?
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You give me a lot to work with, but was it the one where you ride a bike and it pedals a balloon flying around a blimp?
I forget what it was called, but it was this crazy ride/arcade game that came out in the late 90's. It was stupid and awesome at the same time!
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I owned a Q*Bert for a while.... It was a mistake - takes far too long to get to where it's challenging and thus became boring. My friend bought at the same time as me and made a better choice - Spy Hunter.
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Replacement arrived and works great! WOW! Will be sending back the busted one tomorrow.
What a great product - highly recommended. Best $50 I've spent in a LONG time!
Regardless, I will send you a replacement. I will let you know when it ships.
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haven't looked at the new binary, but I'd prefer a blade that flip-flopped rather than on-offed. Just me though.
-H
The new chopper came out pretty good!
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Awesome. There are some cremes that help make scars go away too.
-H
Well I am fully healed with only some minor scars. Should go away in a couple months according to the Doctor. Anyways I am shipping out mods again.
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I think you're over estimating the market. I think the vast majority of FB2 purchasers are just in it for a retro fix and then they go about their day. That's a great market to have, since you don't really need to provide ongoing support and your revenues are secure since there really won't be ongoing warranty issues or support issues. Now, you enter a site like this and we're all nuts. We all want everything, and, really, your best option is to go the mod your FB2 with a harmony cart. Of course, lots of games don't work on FB2, but... whatever. That's the closest you'll get.
Uh . . . Curt, I don't think you were thinking of the same thing I was thinking of. I meant a new board that had all the "top 200" games on it (first- and third-party), as envisioned at the beginning of the thread by AFS, with the licensing cost of all that as well. Given the conditions I outlined in my previous post, how much would that cost to each person who bought this board? Purely hypothetical, since it seems extremely unlikely Atari would go with producing such a product.
onmode-ky
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No screw for you! If the Soup Nazi ever goes out of business, he's got a new a whole new empire waiting.
It just looks better without the 4th screwI would consider that an opinion.
Now reconsider the post I made earlier:
Maybe the type of screw that was used (length, diameter) could be listed for those who cared enough to add one?I'm not trying to be an ass, maybe a person is just REALLY anal about their $35 joystick.
Listing the screw type seems like a simple request.

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I know you said no emulation, but the Wii is an awesome emulation platform. It has Apple 2 emulation... and everything else... and it's small and cheap. The joystick emulation with the wiimote seems fine. It's not analog, however.
The wii homebrew channel is quite easy to do. You can get a wii (wireless) keyboard for $25 shipped, new, off ebay and you'd need a decent-ish SD card - I'd recommend at least 8GB. Sure, it's not perfect, but you get a Wii and everything the homebrew channel can offer for quite a reasonable price.
-H
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Sure... Doing that now. I did clean it with alcohol and it was a bit dirty... But sure. So... That worked - space invaders started up... Turned off and on a few times... Then took out cart and re-put on the firmware and nada. Sending you my address separately.
Thanks - Howie
The preproduction carts might fail to boot properly about 10% of the time. We figured out what was happening with these carts sometime in October and made a slight hardware change to fix it. Production carts should be nearly 100% reliable. So what you are experiencing is not normal.Oh... It just played space invaders... But then I powered off and powered back on and same problem. Repeatedly.
I found a post from long ago (last year) talking about how the cart needs some time to initialize and doesn't work a small percentage of the time... Could I be running into that? Of course for me, it's the inverse. A vast majority of the time it doesn't work.
More info... Switched to asteroids. That worked (unreliably) so switched back to the harmony software. Without the card installed, still unreliable, but tells me no SD card.... When it works. Seems to be working more frequently than before... but not reliable. My other carts all work first time. This definitely is hit-or-miss. And mostly miss.
Thanks - Howie
If you don't mind, can you try inserting the cart a few dozen times to see if this cleans up the edge connector? At the prototype stage, I encountered a few boards with a bit too much tinning on the contacts, and although I haven't seen any production boards that way, I can't rule it out. Anyway, doing so might allow for better contact.
Regardless, I will send you a replacement. I will let you know when it ships.

Short and Sweet (SSGC) contest
in TI-99/4A Development
Posted
Yep, that's what I want to do... Where are all the locations documented? That's what I want..