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retroclouds

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Everything posted by retroclouds

  1. Thanks for the update Tursi!
  2. Played a bit more with the VDP dump import and I think something is wrong with the color import. The way it looks, it doesn't import background colors. I looked for readVramDumpFile in Magellan.java and I think there is something wrong with the way the variable intColorBack is set. Don't have a JDK on my laptop so can't try it out, but I could imagine the colorBack assignment statement is missing a bit shift. int setNum = readPos - colorTableOffset; int colorFore = (readInt & 0x0000FFFF)>>4; int colorBack = (readInt & 0xFFFF0000); Should read int setNum = readPos - colorTableOffset; int colorFore = (readInt & 0x0000FFFF)>>4; int colorBack = (readInt & 0xFFFF0000)>>8;
  3. Graphic tools section updated: * Added GraphiCV by unhuman * Added Sprite Editor by willsy * Added Patterns demo video by sometimes99er
  4. As I'm adding more stuff to the development resources thread, it becomes obvious that some kind of category icons would make a lot of sense. As I have like zero artwork skills, I'm hoping some talented people could help me out here What I'm looking for is a set of homebrew art icons to indicate the below: * Status indication A=Still in development B=Hasn't seen any update for over a year C=Dead beef, hasn't seen any update for a long time * Required support libraries A=.NET B=Java C=Flash Additional icons: * Authors home page * Development thread at Atariage * Screenshot(s) * Source code available * Video of program in action * Documentation available The icons should all have the same size and should not be too big, they will be used as hyperlinks. Some TI retro style artwork would be cool ofcourse. Any ideas welcome
  5. A true masterpiece! Still hoping your gonna tackle the TI and do a conversion for us
  6. I guess it will depend on where the compiled game loads in memory, I presume somewhere near >A000 ? Games directly running from the module space need to start at >6000 and also need their own routines for writing to VDP etc. It'll also depend how much memory space the game takes. You have 8K of memory in the module space, if you need more you have to use multiple banks and do bank switching. But I suppose the easiest solution by far is to build some assembly wrapper code, that copies the actual game code where it needs to go. Ofcourse this also means you need 32K memory expansion. * Cartridge header * Wrapper code for copying game code to >A000 * Your game
  7. Say no more. Vulgus has been added. It sure would be nice in a game, but doesn't have a lot of characters defined. I try and match only TI ASCII characters and leave out game characters and other special stuff. Very nice! Thank you!
  8. thanks for the update Would CAPCOM fonts work well, e.g. the font used in VULGUS ?
  9. Thanks for you hard work on this. Really interested seeing how this further evolves.
  10. Just played with the import function. Very cool I tried to import Tutankham VDP dump but could only get it to partly import. Dunno what is causing the issue, most likely I goofed up when doing the export from the emulator. Will play a bit more with it and let you know.
  11. Looking forward to that Have some more ideas for a future version, but just want to see what's in the newest one first ok, here's one anyway Suppose you have a map that contains something like the screen below. ............................. ....---..........123......... .................456......... .......---.......789......... ............................. Would it be possible to "group" the characters that make up 123456789 to an object (you know like you can with Powerpoint). With this object you could then do stuff, like: 1. Clone to another position (similar to what's already in place) 2. Move the object to another position 3. Mirror/flip/rotate the object as such 4. Pixel move the object. That would work on the patterns that makes up the object. (You kinda can do that now by manually working on each character individually). Ofcourse one would have to be aware that if, the pattern is used at another location, that character will shift too. I know this was asked before, but it would really be cool if one could undo the previous actions. I find myself saving the map project a lot each time when I do an action, because I mess it up a lot. Do understand that is hard to do. How about if Magellan would save the map project to "memory" in the background when one does an action ? An undo would be a re-open from the file in memory. ok, this might not be the most efficient option, but perhaps still a possibility ? Anyway, that's a great tool you have there
  12. Just bumping the thread. Any news on the new Magellan version ? I'd really love to give the VDP dump import feature a try ? Edit: oh, perhaps you could also show the Magellan version number in the window title or something. That way it's easy to find out if you are having the most recent version
  13. Excellent idea! I sure can use some fonts for my future games. Thanks!
  14. In section 1.7 "Applicable Documents" the "System Monitor Specification" is mentioned. I believe this is refering to the TI-99/4A OS; does anyone know if this document is available somewhere ? I'd sure love to get a scan of that one.
  15. the 99/4A community is doing better. Thanks to Atariage, we've seen more new games in 2010 as in the last previous years.

  16. the 99/4A community is doing better. Thanks to Atariage, we've seen more new games in 2010 as in the last previous years.

  17. Here it is; a scan of the original GPL Programmers Guide by Texas Instruments. Special thanks go to my belgian friend rocky007 who helped me in ordering, paying and shipping The document sure makes an interesting read and is a nice enhancement to the TI-Intern book. Enjoy! GPL Programmers Guide PDF The original GPL programming reference manual from Texas Instruments. Covers all opcodes and advanced stuff like coincidence detection, I/O routines, etc.
  18. Looking at the Youtube Vid's you get very close to the original. Definitely have to try it out this evening Mind sharing some more details on how the development was done ? How did you convert the graphics ? So the game was written in pure TI Basic and then compiled with Harry Wilhem's Basic Compiler ? If it is written in TI Basic it means no sprites were used at all, I'm pretty impressed with the results. I don't know this compiler, is it publicly available ? Perhaps we can get the authorisation for adding it to the Development Resources thread. Very nice! :thumbsup:
  19. Excellent stuff Owen! Very well done indeed! Would love to read more stuff from you in the future
  20. We bought our TI-99/4A systems (2) in Belgium and we had the PAL modulator (even though the TI-99/4A came in a box with french packaging). Can you attach a picture how the TI-99/4A with scart connector looks like ? I think the picture quality should be better as with the PAL anntenna thing ?
  21. The TI-99/4A Tutankham prototype has minor graphic changes compared to the colecovison version. Also it behaves a bit differently, however it's very hard to tell by only looking at the short video on the Videogame House. Would be willing to give it a try if I can get some more information on what the differences are. Remember: no one has ever played this prototype, except for Toucan.
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