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Everything posted by retroclouds
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Future Projects for the OpcodeGames Team
retroclouds replied to ColecoFan1981's topic in ColecoVision Programming
Based on LPC10 and voices in some Commodore 64 games like Impossible Mission and GhostBusters, it can be possible to hear voice by using software only if we can accept the action to stop... for about 1KB per second in ROM, and I don't know really how much RAM... but I guess it can be adapted. Don't know how much space a sample would take ? In PARSEC, TI used GROM for storing graphics and speech data. Here's a nice of PARSEC in action (including speech). -
Yesterday I tried the "Key are you" demo on the real deal. At least that is what I attempted. I thought I had a terminal emulator II cartridge but I don't, so the next thing I tried was to load the TEII cartridge image in my gram kracker. That didn't work out to well. That has to do with the fact that my gram kracker isn't properly working. I think I have a broken GRAM chip inside. Tried with two speech synsthesizers but could not get the thing to work. The computer locked up. Dunno if it has to do with the gram kracker or if it's a problem with the combination speech/gram kracker/CF7+ device. Too bad
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Destroyer - game in development
retroclouds replied to sometimes99er's topic in TI-99/4A Development
Thanks mate. Well, I like many of the later singles with Green Day. I thought this 21 Guns would support the war theme of the game, but now I don’t. Will be working on these ... Title music Sonar sound Depth charge dropout Ship engines Ship explosion Damage alarm End of game explosion End of game tune Surface explosion Missile launch Sub explosion In the future I better just attach mp3 rather than include it with the site media tag. I wonder if any of the free samples at http://www.freesound.org would be of any use. Somehow if I see the Destroyer, I have to think about the 80's arcade game 1942 when it plays the military drums on title screen when inserting coin ..... [edit] Man, I searched for some matching songs, and now I have the U96 theme "Das Boot" running in my head, horror. Sorry couldn't resist -
Future Projects for the OpcodeGames Team
retroclouds replied to ColecoFan1981's topic in ColecoVision Programming
My favourites for conversion are definitly "Munchman" and "Parsec". Ofcourse Parsec would have to be without speech. Unless using opcodes' future opgrade module. If I wouldn't have so many things on my plate right now, I would try to convert Munchman. That shouldn't be too hard. We do have the TMS9900 assembler source code of Munchman available. -
I seriously considered doing a remake based on the colecovision version. Haven't done it because I know Bryan paid a lot for it. Still I think that programmer of the TI version was out to make a quick buck, most likely trying to get some cash out on efforts he invested 25 years ago As far as the game itself is concerned. I'm pretty sure a good version could be done in less than a year. With todays possibilities I'd go for a 32K cartridge (adding a decent title screen).
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Destroyer - game in development
retroclouds replied to sometimes99er's topic in TI-99/4A Development
The damage indicator is nice, as are the explosions. Very cool Perhaps you could try to do the first frames in white and the ending ones in bright red. Think like white flash turning red. -
You are welcome. I guess there is no TI emulator that emulates speech perfectly. But it is nice reason to give it a shot on the real deal
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I downloaded the zip file, extracted the KEYAREYOU file to my classic99 DSK1 folder and tried to load it. What happens is that I get the same error code 50. In there I opened the disk image you uploaded and extracted the KEYAREYOU file to the same classic99 DSK1 folder. I didn't do a binary file compare, but there are differences in file size. I presume something went wrong during your conversion process. The attached file is the version I extracted via TI99DIR. It now loads fine in classic99 but doesn't play right though. Guess that emulation in classic99 can't handle speech that perfectly. KEYAREYOU.zip
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I like flower beds A few years ago they had a game in the MSXDEV competition called "BeeZ". That game has a beautiful flower bed. It looks like normal TI graphics mode to me, so something as nice as that should be possible in XB as well I guess (*) Picture copyright Darkstone Team. MSXDEV'06 entry "BeeZ"
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Very nice seeing "Honeycomb Rapture" in the RGPC I wouldn't worry about the game being done in XB. Actually some of my favourite TI games are written in that language. Using assembly language is certainly not a garantee for getting a great game. I Checked your video and am looking forward seeing more. I'm especially interested in seeing the flower bed. Do you alreay have an idea what colors you will use ?
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Destroyer - game in development
retroclouds replied to sometimes99er's topic in TI-99/4A Development
Yeah, letting the ship lay low in the water would have been cool. But the game will be nice without that feature nonetheless. Perhaps the ship could start burning when it takes too much damage or you could change the shape of the ship. Looking forward seeing the explosions. Hope this doesn't all sound to cruel being in the X-mas spirit and such -
Destroyer - game in development
retroclouds replied to sometimes99er's topic in TI-99/4A Development
Hi there! Seeing your previous game "Lemonade Stand", I'm sure your new game won't be anything like a piece of XB crap. Even within XB limitations, it's important to see new homebrew games pushing the TI forward. I for one, would love to see your entry in the RGPC competition Why not just post your progress here at AtariAge. This is the place for getting user feedback, which I know helps pushing the motivation. At least it did for me, while working on Pitfall retroclouds -
Umm... how would I do that exactly? Right now, the ini file contains a section like this: [Disk1] Type=0 and so on for Disk0, Disk2 etc. I suppose this is what should be changed, but I don't know how it should be changed, and I also don't see where this would be documented so that I could do the change correctly. I just checked my classic99.ini and it looks as below. Don't know if this all required for the current classic99 version, but at least that is what I have. [Disk1] Type=1 Path=DSK1\ FIAD_WriteV9T9=0 FIAD_ReadTIFILES=1 FIAD_ReadV9T9=1 FIAD_WriteDV80AsText=0 FIAD_WriteAllDVAsText=0 FIAD_WriteDF80AsText=0 FIAD_WriteAllDFAsText=0 FIAD_ReadTextAsDV=1 FIAD_ReadTextAsDF=1 FIAD_ReadTextWithoutExt=1 FIAD_ReadImgAsTIAP=0 [Disk2] Type=1 Path=DSK2\ FIAD_WriteV9T9=0 FIAD_ReadTIFILES=1 FIAD_ReadV9T9=1 FIAD_WriteDV80AsText=0 FIAD_WriteAllDVAsText=0 FIAD_WriteDF80AsText=0 FIAD_WriteAllDFAsText=0 FIAD_ReadTextAsDV=1 FIAD_ReadTextAsDF=1 FIAD_ReadTextWithoutExt=1 FIAD_ReadImgAsTIAP=0 [Disk3] Type=1 Path=DSK3\ FIAD_WriteV9T9=0 FIAD_ReadTIFILES=1 FIAD_ReadV9T9=1 FIAD_WriteDV80AsText=0 FIAD_WriteAllDVAsText=0 FIAD_WriteDF80AsText=0 FIAD_WriteAllDFAsText=0 FIAD_ReadTextAsDV=1 FIAD_ReadTextAsDF=1 FIAD_ReadTextWithoutExt=1 FIAD_ReadImgAsTIAP=0
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Destroyer - game in development
retroclouds replied to sometimes99er's topic in TI-99/4A Development
Thank you. This is the TI-99/4A palette ... The first color being “transparent” for external video input (genlock), but it’s never been used much. The real hardware and most emulators render it black. Sprites basically have one color and transparent (just showing characters beneath). I was intentionally making up the ship as a silhouette (lighting from behind somehow), and then using only one color. I don’t think the gray available is good with the background sky as is, one could then chose a night theme instead etc. Again thanks for input. I appreciate it. I think the destroyer should be black, black as the night. From all the colors it fits best. In my opinion the other colors let the destroyer look like .... a candy ship -
Destroyer - game in development
retroclouds replied to sometimes99er's topic in TI-99/4A Development
that is real nice. I must say, I also like them both. This make it almost impossible to pick the best one. I would go for the one that takes less code space -
Destroyer - game in development
retroclouds replied to sometimes99er's topic in TI-99/4A Development
That’s good input. Would something like this work ? Eh, it’s a sliding pointer on top. Maybe with penalty on player speed and/or number of depth charges, when you get into the danger zone. Or maybe just an annoying alarm sound. I like the "DAMAGE" indicator a lot. Dunno, would be cool if the indicator starts blinking slowly/fast when you get into the yellow or red area -
Regarding PC transfer using TI99-PC and omniflop, you might want to check here: http://tech.groups.yahoo.com/group/ti99-4a/message/68159 ... and here ftp://ftp.whtech.com/pc%20utilities/Using%20OmniFlop%20with%20TI%20floppies.%20vers%201.1.pdf ... and here ftp://ftp.whtech.com/pc%20utilities/
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Destroyer - game in development
retroclouds replied to sometimes99er's topic in TI-99/4A Development
Looking forward giving this a shot tonight when I get home from work -
This is great news. I will be ordering some fome my future homebrew games. Already have quite a few cart boards from Jon and they are all of the fines quality!
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Destroyer - game in development
retroclouds replied to sometimes99er's topic in TI-99/4A Development
Thanks for trying it out. Feedback is important. He heh, I have no idea. Other than maybe setting up the keyboard to substitute the joystick. This is probably more useful on the real deal. I was originally thinking about having different sets of colors, but that’s a no go today. Then you might set the difficulty or starting level here. Could set something stupid like volume of sound. I wasn’t going to have in game music, but if the title music works out fine, which it shouldn’t, because there’s not room for any lengthy musical score there. The title music is probably either going to be military drums or a song which recently peaked at chart position 3 around the world. I’m practicing both tracks on my piano synthesizer to get a just a bit of human touch. Will transfer later using MIDI. Maybe a trainer mode with immortality and no scoring. Hope you will be able to fit it all in just 8K Here are some some ideas: 1. I don't think it's a big issue scanning both joystick and keyboard. Having that, there is no big reason for doing a keyboard setup. In terms of code size the 'keyboard' configuration will most likely take more space as scanning joystick and keyboard. I guess most folks will be fine with default keys anyway. 2. Trainer mode with immortality and no scoring would definitly be very nice. 3. At first I was thinking about a code for entering a specific level, but I dunno if codesize will permit that. However if code size permits, you could also generate a code that identifies your score/level/difficulty level. On a small companion website you can then enter that code and you will be added to the "hall of fame". Would be nice for a gaming competition. 4. Looking forward to the sound effects -
Destroyer - game in development
retroclouds replied to sometimes99er's topic in TI-99/4A Development
Tried it in both classic99 and MESS. Looking forward seeing more Just out of curiosity: What kind of settings will the "settings" section allow you to change ? -
Destroyer - game in development
retroclouds replied to sometimes99er's topic in TI-99/4A Development
sounds very nice. So, do you think a cartridge run could be made for Destroyer? That would be really cool. A real new game on cartridge -
Well, MESS does still handle cartridges. There is a new format for storing ROMS. The ROMS are now in .rpk files (basically a zip file with .rpk extension containing rom and metadata). Check here: http://ninerpedia.org/index.php/New_MESS_ROM_format and here: ftp://whtech.com/emulators/cartridge_images/rpk/
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Guess you are referring to Multicolor mode? From [email protected]:
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Destroyer - game in development
retroclouds replied to sometimes99er's topic in TI-99/4A Development
have to say, the dept charges look very cool
