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retroclouds

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Posts posted by retroclouds

  1. 15 hours ago, Retrospect said:

    Okay now I think I might be getting a bit TOO ambitious with this.  So far we've got ....
    * Animated sea surface
    * Animated weeds/plants/bottom of sea things
    * Audible warning messages for each type of enemy (there's only 3 so far and they're docile as heck at the moment)
    * Checks for player positions so you can't wrap round the screen or sit your ship where the score display is .....

    And it's not getting compiled 'cos it's RXB.  You can see the collision detection isn't 100 percent ... and this is before I put the routines in for enemy movements.

    i WILL attempt this though.  Haven't thought of a title yet.  

     

     

     

    Very cool! The theme reminds me of @sometimes99er great game "Destroyer". Unfortunately that one was never released and screenshots no longer seem to be available. Can't blame sometimes99er for not releasing though. I have soo many abandoned projects myself.

    • Like 4
  2. There are still some remaining broken links. If I can't resolve those then they will be removed at a later time.

     

    ?????
    http://www.avjd51.dsl.pipex.com/ti/ti.htm

     

    Nanopeb/CF7 author
    http://webpages.charter.net/nanopeb
     

    The "GUI" based topic editor makes it hard to find a link, as you first need to go to the link and then click on the "chain" icon in the editor to see the hyperlink that's behind it.
    All nice and dandy for short topics, but not for a topic with the complexity it has. 

    • Like 1
  3. Here's a thing I've been playing with, and thought about putting it in a separate thread.


    With the help of @Asmusr I tweaked the f18a emulation in my local clone of js99er, so that it can now run in 60 rows, 80 columns mode.

    The idea was to see how I need to setup VDP memory to get stevie running in 60 rows, 80 columns mode and do refactoring for the different video modes (24x80, 30x80, 60x80, ...)


    This is still a work-in-progress and will never be officially released, but it does prove that it's doable.

    As a starting point I took the stevie build I made for classic99 where I use a character cursor instead of a sprite cursor.

    (Sprite cursor is possible, but will only get halfway the screen, due to 1-byte for Y in the sprite attribute table, so of no real use here)

     

    Anyway, the build for classic99 was also a hack, because I refresh the frame buffer each time the cursor blinks.

    That clearly shows here, because I'm dumping quite a bit of data to the VDP and it gets a bit slow.

    So, next thing to do for me is to get that cursor routine a bit smarter.

     

    You never know, maybe the f18a mk2 will support a 60x80 mode.

    I'm still wondering if it'd be doable on the f18a mk1 with a firmware update, but I think Matthew said it won't work because of VHDL already being chuck-full.

    16K of VDP memory is enough though, as my demo shows.

     

    Enjoy the demo (VDP corruption at the end when turning on the ruler., but that's part of the fun. I still need to fix some things in stevie).

     

     

     

     

     

     

     

     

     

     

    • Like 8
  4. 20 hours ago, Asmusr said:
    It's because of these lines (line 473-) that it duplicates. Try to comment them out.
    
    if (y1 >= scrollHeight) {
        y1 -= scrollHeight;
        nameTableBaseAddr ^= this.vPageSize1;
    }
    

    Works like a charm thanks! 

    • Like 1
  5. 15 hours ago, Asmusr said:

    As a hack, I think you can do something like this around F18A line 409:
     

    this._drawScanline(y * 2);
    if (this.screenMode === F18A.MODE_TEXT_80) {
        this._drawScanline(y * 2 + 1);
    }
    

    I must be missing something. VDP memory looks good, both for tiles and color attributes. But it still does not show more than 30 lines.

     

    As a test I additionally did the below (note drawHeight*2)

     

        _drawScanline(y) {
            const imageData = this.imageDataData;
            let imageDataAddr = this.imageDataAddr;
    
            if (this.displayOn && y >= this.topBorder && y < this.topBorder + this.drawHeight*2 ) {
                this.log.info("drawHeight y = " + this.drawHeight + ", topBorder y =  " + this.topBorder );    

     

    and this is what I get:

     

    js99er-20230119220550.thumb.png.e36d864279d91e8aa88ddd6592ebbd9e.png

    • Like 1
  6. 3 hours ago, Asmusr said:

    It's easier to make a special version than adding an option. Try this: https://rotated.js99er.net/#/

    Are you sure you don't want it rotated the other way? It seems more natural to have 'address 0' at the bottom left corner.

    I also got a request 😀

     

    Could you point me to the direction where in the F18a VDP a change could be made, so that the amount of available rows in 80 columns mode is doubled.

    So, if the bit is set you would get:

     

    - 48x80 instead of 24x80

    - 60x80 instead of 30x80

     

    Really would like to have such mode for seeing how that looks like in stevie. The scanline doubling could be removed in that case I guess.

    I discussed that topic also with Mat for the FPGA, but it wouldn’t be easily possible to implement in the F18a mk1 because of the VHDL and lack of memory (if I recall correctly, topic must be here somewhere in the forum)

     

    However really would like to evaluate that possibility in js99er, and you never know real hardware may follow (f18a mk2 feature request?)

     

     

     

     

    • Like 1
  7. Looking forward giving it a spin, this might come in very, very handy

    I’m running js99er locally in WSL2 since a while now as I made some small mods for myself while working on Stevie.

  8. Working on Stevie 1.4A, now has the possibility to pick a font. It has 5 fonts built-in. 

    Thinking about the possibility to load a font from disk, e.g. font saved in XB Gem 2.9
     

    @wolhess Guess this is something you requested in 2020. FWIW you can always load the latest BETA binary for FinalGrom from GitHub (stevie.bin for 30rows js99er, stevie24 for 24rows classic99): https://github.com/FilipVanVooren/stevie/tree/master/build/bin
     

    image.thumb.png.38fe2276a0882ce0ea4b0530d9ad1b7e.png

    js99er-20230108212830.thumb.png.92d6427e38b044750f96e304a6a36dee.png

     

    js99er-20230108213242.thumb.png.0ea933ea2cd08536b3bb9f9d09e3414e.png

    • Like 6
    • Thanks 1
  9. 1 hour ago, Vorticon said:

    I know this is a fancy ask, but how about mouse support when a TIPI is present? Imagine being able to pick an insertion point anywhere on the screen with the mouse, or select a block of text by clicking and dragging. One can dream...😁

    I thought about that actually. In fact I think the menu system would lend itself pretty well to mouse point & click and would be fun to implement. We'll see😀

    Also with js99er TIPI mouse support we could even use it in the emulator.

    I've opened up a GitHub issue for it
    https://github.com/FilipVanVooren/stevie/issues/69

     

    • Like 2
    • Thanks 3
  10. I've released Stevie 1.3Q

     

    Usability:

    • Reworked menu system for easier navigation on real-iron and emulators.
      • Support 2 level navigation.
      • Added 'Shortcuts' menu for easy access to editor features.
      • Can now close menu by pressing 'SPACE' key.
         
    • Added possibility to load finalgrom99 cartridge via 'Cartridge' submenu.
      For this to work the cartridge image files must be present on FG99 SD card in same directory as Stevie.
      • Currently supported:
        • Extended Basic G.E.M (XB29GEMG)
        • Rich Extended Basic   (RXBG)
        • Force Command         (FCMDG)
        • fbForth                      (FBFORTHC)
           
    • Reworked build-system. Details: https://github.com/FilipVanVooren/stevie/issues/62   
    • Stevie now licensed under GPLv3

          
    TI Basic integration

    • Possibility to unpack ("decrunch") TI Basic program to BASIC source code in Stevie editor.
    • Filename detection if TI Basic program is saved from inside TI Basic session.
    • AutoUnpack option exists (default is off). 
    • Possibility to resume Stevie session after quiting TI Basic to title screen (or calling external program).
    • Added option 'RESET STEVIE MEMORY' to TI selection screen. Used for resetting stevie if resume fails because of memory corruption.

             
    Editor

    • Goto line functionality added
    • Added Possibility to turn on/off AutoInsert functionality. Is off by default.
    • Added possibility to back-tab cursor
    • Changed some editor keys for easy access on real-iron as well as emulators (tested with classic99 and js99er).
    • Switch to latest TI Basic session via FCTN-0 key.
    • Filename scan in editor text. Move cursor to a filename in the editor and file open dialog will pre-select the detected file.

        

    Bug-fixes

     

    Please be aware that the TI Basic integration is still a work in progress and there are bugs lurking there, always save your editor files often.

    In case of a lock-up after returning from TI Basic, you might need to select the 'RESET STEVIE MEMORY' option for Stevie to proceed working.
     

    Have fun! 

     

     

    • Like 6
  11. I've released Stevie 1.3Q

     

    Usability:

    • Reworked menu system for easier navigation on real-iron and emulators.
      • Support 2 level navigation.
      • Added 'Shortcuts' menu for easy access to editor features.
      • Can now close menu by pressing 'SPACE' key.
         
    • Added possibility to load finalgrom99 cartridge via 'Cartridge' submenu.
      For this to work the cartridge image files must be present on FG99 SD card in same directory as Stevie.
      • Currently supported:
        • Extended Basic G.E.M (XB29GEMG)
        • Rich Extended Basic   (RXBG)
        • Force Command         (FCMDG)
        • fbForth                      (FBFORTHC)
           
    • Reworked build-system. Details: https://github.com/FilipVanVooren/stevie/issues/62   
    • Stevie now licensed under GPLv3

          
    TI Basic integration

    • Possibility to unpack ("decrunch") TI Basic program to BASIC source code in Stevie editor.
    • Filename detection if TI Basic program is saved from inside TI Basic session.
    • AutoUnpack option exists (default is off). 
    • Possibility to resume Stevie session after quiting TI Basic to title screen (or calling external program).
    • Added option 'RESET STEVIE MEMORY' to TI selection screen. Used for resetting stevie if resume fails because of memory corruption.

             
    Editor

    • Goto line functionality added
    • Added Possibility to turn on/off AutoInsert functionality. Is off by default.
    • Added possibility to back-tab cursor
    • Changed some editor keys for easy access on real-iron as well as emulators (tested with classic99 and js99er).
    • Switch to latest TI Basic session via FCTN-0 key.
    • Filename scan in editor text. Move cursor to a filename in the editor and file open dialog will pre-select the detected file.

        

    Bug-fixes

     

    Please be aware that the TI Basic integration is still a work in progress and there are bugs lurking there, always save your editor files often.

    In case of a lock-up after returning from TI Basic, you might need to select the 'RESET STEVIE MEMORY' option for Stevie to proceed working.
     

    Have fun! 

    • Like 4
  12. Had a chance to play with RXB2022G yesterday and I really like it! Thanks for your hard work on this Rich.

    Now I’m still a novice what RXB is concerned, and have a question on the batch file functionality.

    It expects you to terminate the line with a carriage return if I’m not mistaking. Is there a particular reason for that?

    I made a DV80 file on the TI-99/4a itself (using my Stevie editor) and the file gets interpreted as a single line.

    Probably will enhance my editor so I can insert characters like cr, lf, etc. but just wondering.

     

    Also would be cool if there’s a function to load a FG99 cartridge. That way you can jump back and forth between Stevie, Force Command, RXB.

    (Could probably also be implemented as a small assembly program that is loaded from disk), anyway it’s just a suggestion.

     

  13. On 12/15/2022 at 11:21 PM, Lee Stewart said:

     

    I have used EA, asm994a, and xa99 (in that order). I like asm994a, but it has its quirks and is no longer maintained by its developer. For those reasons, I moved on to xa99—and I am glad I did. The developer, Ralph Benzinger ( @ralphb ) is ever-present with help, fixes, and improvements. There are a handful of others of us here on AtariAge who are using xa99 and can offer assistance along your journey through Assembler.

     

    ...lee

    Once I moved from asm994a to xas99 I didn't look back. For Stevie (a 64K cartridge) I have 8 banks that I assemble in parallel by using a bash batch file.

    https://github.com/FilipVanVooren/stevie/blob/master/build/assemble.sh

    https://github.com/FilipVanVooren/stevie/blob/master/build/build.sh

     

    • Like 4
  14. 1 hour ago, Pixelboy said:

    By the way, I should mention that I have a cold right now which is slowing me down a bit, but I'm processing orders as quickly as I can.  :)

     

    Thank you so much for your Christmas gift, it is much appreciated. Also having a cold right now, even had to cancel our todays’ Christmas dinner.

    Probably having to do something with the weather, temperatures in Germany have been going up a lot in a short time.

     

    Either way. Merry Christmas everyone!

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