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Posts posted by unhuman
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Flying through space - with Joystick controls!
1 CALL SCREEN(1)::FOR I=1 to 14::CALL JOYST(1,X,Y)::CALL SPRITE(#I,46,15,96,128,RND*10-5-Y*2,RND*10-5-X*2)::NEXT I::GOTO 1
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http://www.ti99ers.org/timeline/time1990.htmmentions Donaldson Software....
Guys name is Floyd. That's probably fairly uncommon. You could go on a hunt.
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Rather than using a monitor, he should get / make a video cable. Much better display and simple stuff.
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I am always amazed with how much is accomplished with so little in XB.
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Ohhh... Not sure how I totally missed this thread. I'd like one for my CF7+ since I'm apparently entirely too lazy to try and come up with a way to solder that and a speech synthesizer inside my TI.
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Mine came today! Very impressive! Never to be opened, but wow!
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Welcome!
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OK I got my player sprite to move with the joystick but sometimes one sprite moves faster than the other and he ends up looking like a jigsaw puzzle
any way to fix this?Nope. It's basically the fact that XB is slow so when you move two different sprites, there's time in between when the sprites start moving.
You can work around this somewhat with some CALL POKE that stops sprite motion and then another that restarts it, but that'd result in really jumpy gameplay.
Best to keep player to a single sprite for now. Maybe after you're done, you can play with the compiler to see if it becomes a feature you can add back later....
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I think media mail is cheaper. Just call your PO.

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I don't have insight into the code, but you might find that using GCHAR rather than actually inspecting the string is faster.
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The joystick for the arcade was *NOT* 2-way.
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There are SD -> CF card adapters I think.

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Got any BLUE ones? Otherwise I'll take a green - since it's blue + yellow.
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And I got the file working - stupid mac added .bin... Could swear I took that off.
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That's a good trick. I can't get the file to work with Classic 99, though.
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I'd probably prefer my submission renamed for the official release. Perhaps just call it, "On Christmas." I'll rename it in my submission as well.
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I think the limit has to do with the length of the line and the number of tokens on the line. So, you can sometimes shove in a command where text won't fit, etc... There used to be a shortcut for generating the tokens, which I used to use... Maybe it was like holding down FN-P to generate "PRINT" for example.
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I think I understand. I'll try and see what I can do
You can also leverage lines a little bit more efficiently, so if you can't put more call char, maybe you can do something else... Also, you can optimize the strings in CALL CHAR by grouping characters together, just like Magnify(3) sprites... Works for regular chars too. So, 36, 37, 38, 39 could just take one long String...
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Well that was fun. I got everything I wanted crammed into 10 lines of code. No room for audio, though.... Took me longer than I hoped. Figured out some new tricks needed for my GraphiCV tool (and found bugs). Maybe I go back and fix 'em and figure out how to make it work on Mac.
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Here's mine!
Title: On Christmas
Programmer: unHUman
Story: You'll find out
Code:
1 CALL CLEAR::CALL SCREEN(1)::CALL COLOR(2,3,2)::CALL COLOR(3,7,2)::A$="3838483B1E0C1E63"::B$="1C1C12DC783078C6"::CALL CHAR(41,A$)::CALL MAGNIFY(3)::R=156 2 C=228::CALL CHAR(49,B$)::FOR I=1 TO 16::CALL VCHAR(1,I*2,41,22)::CALL VCHAR(1,I*2-1,49,22)::NEXT I::FOR I=26 TO 32::CALL VCHAR(17,I,32,6)::NEXT I::S=136 3 D=208::CALL CHAR(96,"000F0F0F2F100000000000001C1F000000E0E0E8F0000000000000083CF")::CALL CHAR(100,"0F1F1F3F307060E0C000000000000000E0F0F8FC1E0E0E0703") 4 CALL CHAR(104,"0000000000060A0E0600000000000000000000000060A0E06")::CALL CHAR(108,"0000000000191131393F1E0E07000000000000000090101898F87070E") 5 CALL CHAR(112,"000000000181ABFF7F1F07010101070F00000000000055FFFEF8E0808080E0F0")::CALL CHAR(116,"000101ABABAA0000000000000000000000000055555500000") 6 CALL CHAR(120,"010100AA00000000000000000000000000000055000000000")::CALL SPRITE(#1,96,3,R,C)::CALL SPRITE(#2,100,4,R,C) 7 CALL SPRITE(#3,104,15,R,C)::CALL SPRITE(#4,108,12,R,C)::CALL SPRITE(#5,112,12,S,D)::CALL SPRITE(#6,120,15,S,D)::CALL SPRITE(#7,116,15,S,D) 8 CALL COLOR(5,15,2)::CALL COLOR(6,5,2)::CALL COLOR(7,15,2)::CALL COLOR(8,5,2)::J$="SAMTSIRHC NO WEJ YLENOL" 9 K$=""::FOR I=LEN(J$) TO 1 STEP -1::K$=K$ & SEG$(J$,I,1)::NEXT I::DISPLAY AT(24,6):K$ 10 CALL CHAR(41,B$)::CALL CHAR(49,A$)::CALL COLOR(#6,7)::CALL CHAR(41,A$)::CALL CHAR(49,B$)::CALL COLOR(#6,11)::GOTO 10
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Meh. My idea was going to be ridiculous.... If I could pull it off. But, it'd need a lot of data. Maybe I do it anyway, just to see.
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+1! I didn't know I could subscribe! I've done that now.
For the others, do it here: http://shift838.wix.com/shift838
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Any limit on data statements?

Magellan
in TI-99/4A Development
Posted
People should put this up on github. Maintaining it would be much better that way...