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fox

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Everything posted by fox

  1. ??? The corridor is certainly more than one cell long. So why doesn't it show distant walls?
  2. They wrote something appears on screen only in certain programs. You can try the following from BASIC: 10 ? PEEK(764):G.10 RUN or try the XEX posted by Fandal.
  3. I also haven't experienced drag&drop problems nor any problems with files in the root directory. However, the problem with console keys is there for sure. The easiest way to notice it is that they generate clicks - they shouldn't.
  4. I meant the ATR or XEX contains just a loader for BASIC files, which reside separately on disk. This is quite easy to do. You didn't answer my questions about the format of BASIC files and whether they should be run automatically. I had no idea whether you wanted this feature for developing own programs or something else. Now I suppose you want "RUN". Where's the 8-character limit? Heaven: Fine, currently at work (C# coding).
  5. This feature is problematic and completely unnecessary. Do you want LOAD or ENTER? Do you want EOL conversion for ENTER or not? Do you want RUN or not? If you're just too lazy to type LOAD/ENTER/RUN "H1:FILENAME", then you may create an ATR/XEX that does it for you. Or you can create a state file with this command typed, so all you have to do is pressing Enter. This is better, because it works not only for Atari BASIC, but also for (Turbo) Basic XL/XE, Logo and Action!
  6. Actually loading data to a different memory area than it's compiled for is #1 on my TODO list for xasm. I got some suggestions from xasm users to do that - you could also have emailed me, since I rarely read AtariAge forums. As Heaven suggested - xboot /p is good for development purposes, and for the final product you can write your own loader, or relocate things yourself.
  7. What a great little game - it surely would have had a good chance to do well in the competition. Must have only just missed the deadline. I sent it to the compo 12 hours before the deadline. You can vote for it. My is about 1100, and X-Ray's over 1900.
  8. Two things: 1. I don't respond to "Send me the map editor" e-mails. 2. I see there are many volunteers - don't contact me, contact each other - you have this forum. The same topic is on Atari Area forum.
  9. Download bugixed version of Numen: http://numen.scene.pl. The most important fixed bug is one which prevented the demo from working on many real machines (not the emulator), but there're also some small improvements.
  10. I've put exactly same post on Atari Area forum. Of course it's in Polish, so learn Polish quickly. Looks like I'm not alone. The staff could be following: - me (programming) - X-Ray (music) - Dracon (graphics) - Pajero (maps) - Dely (webmaster) - Sikor (editor who wants to make it "commercial", sold at very low price) But that's not enough. We lack powerful management and motivation.
  11. (sorry for my poor English!) Precisely it's in state of clinical death. I'm not sorrow at it, because I don't care if this game will be finished or not. I only post here to find out if you don't care either. I don't mind, because fortunately I haven't done much for this game, except for what you could see in Numen (this demo was something I cared about). A few simple things I did was invention of the name (to avoid writing "portal engine - based game" every time), taking a few screenshots and sending them to Dely (Atari Area webmaster). Later, for my own convenience, I wrote FAQ. From the beginning, I wasn't sure if this project will be finished, because it's too ambitious for these days. I thoght the hardest part will be programming the engine. It wasn't. After a few months of designing, I wrote it in 2 weeks and spent next 2-3 testing and correcting the bugs. I wrote the engine for the demo - it was the only missing effect. The engine is ready for a year and nothing has changed during this year. A few people I showed it first can confirm it. I didn't see a reason to show the engine to all people, from a few reasons: - releasing demo version of "Vector" could convince people that I was working on this game, while actually I was working on "Numen" - I'm poor at fine arts - I didn't want to show my "maps", which I mad only to test the engine; I also didn't want to show the maps I prepared for "Numen" nor create maps for Vector myself. I don't like the maps you can see in "Numen" - "Vector" could look much better. - people could think that the final version of the game won't be much better than the early version of the engine - a person that wanted to cooperate in creating the game would be "honored" to see the engine and would be treated as one of authors (in other words it wouldn't be only my project) I turned out necessary to check, if people are interested in this game, and to find a co-worker. I was amazed to see how popular the game was (especially in a few first days after opening the web page), but the co-working offers weren't satisfying. Most of my correspondence with people that offered to help me looked like this: - "hi, I wanted to help you with Vector" - "ok, what do you want to do?" (sometimes this was the end of correspondence) - "maps, just give me the editor with the manual" - "ok" (I sent the editor with exhaustive manual, I additionally describe the basics of using the editor and capabilities of my engine) (here's sometimes the end of correspondence) - "I have no time" or "the editor is too hard to use" (in first case it's the end of correspondence, in the second I tried to argue that this editor was used for much more complicated games: "Duke Nukem 3D" and "Shadow Warrior") I wasn't worry about that at all and I'm not offended with any of persons which wrote to me then. Undoubtedly the game could be finished in 2001 if there was one creative volunteer. There wasn't any, so in 2002 I started linking "Numen", replying to "offerts" with less and less enthusiasm. I understand that some of the people couldn't believe the screenshots are real. I decided to show in "Numen" some of engine's capabilities, looks like ineffectively, because some still call it Wolfenstein-like. I always try to express myself clearly, but still meet with incomprehension of "Vector" issue. I'll explain it once more (I you have problems in understanding, please read it twice): - I have 3D engine, which can be used in FPP game for 6502-based machine (Atari 8-bit, 5200, C64, maybe Lynx) - during a year I did nothing to finish this game and I'm not going to do it myself - the engine is based on Duke Nukem 3D (not Doom) engine, automatic conversion of DN3D maps to an 8-bit computer is impossible - the engine could be faster than what you can see in "Numen" and can contain other elements (teleporters etc.) - I offer writing whole game code for Atari XL/XE. If it will turn out possible to make it for 5200, C64 or Lynx, I can also program these ones. - I won't start programming until I'm convinced the project may be finished with success (in a few months) I wonder if 8-bit machines owners want to have new software, or they are satisfied just by collecing the hardware. Of course 8-bit game market is not like 17 years ago, so we can't have such number of new products, because there aren't as many people capable of making them. But also technology is much different. Today's worst 64-bit computers were not even a dream of creators of classic 8-bit games. Now we also have much better software than at those days. Should we be satisfied with conversions from other platforms? Many such projects are started and I can't wait to see one finished. Some of you offered "I can do the graphics, just tell me what", "I can help, but what should I do?", "I would like to make maps, but I don't know how". This is not the help sufficient to finish "Vector". What's most needed now is "project manager", i.e. a person that will take care of it and finish it. I'm not this person, that's why I describe the project so precisely, to let the person know the circumstances. The requirements are following: - it must be a volunteer - the person must control whole project, tell me what should I do (as stated above, I can only do programming) - whenever the person says "I have no time", I'll reply I don't have time either and it's the end of our cooperation - I want to see the plan - how much time is needed, who will make what, etc. - the person must be convinced of success of the project Of course no normal adult man will do that without money (everything's about money). Spending much time for free is possible only for a young man or a total maniac. I don't see anything bad in making this project commercial, maybe it's the only way. This won't be a fortune, but since it could be international and multiplatform (e.g. Atari 8-bit and C64), maybe there's an alternative for new games made by single persons: single project with its manager, designers, programmers, musicians and sponsors. I've said everything I know, now please don't bore me with non-technical questions. If you know a person interested in this topic, that won't read this text here, pass it to him/her. If the situation won't change, I calmly close project's page. I treat no response as "I don't care".
  12. Of course I don't put DLI every line. GTIA and DMA ?? Looks like you definitely need my new docs. fox
  13. No, it's not Polish. http://numen.scene.pl click 'info'. Interlacing frames means much flickering, so a good interlace is always every scanline.[/url]
  14. Well, it's not simple use of DL - that would be far too slow. These are new tricky gfx modes - 9++ and 10++. You know Heaven, that a few years ago I said, it's impossible. The plasma is 256-color, unfortunately the flower uses only a few of them. I described 9++/10++ and TIP in a Polish zine. How about translating these to English? Will someone be interested? Is "ABBUC" alive? Or "Mega Magazine"?
  15. Can you count in how many countries you've been while linking "Numen" ?
  16. fox

    XASM Question

    Atari Macro Assembler, I used years ago, used LSR A syntax. I'm not sure about MAC 65, wasn't it LSR A too? Of course it is the poorest possible syntax (consider a label named A). @ is Quick Assembler syntax. Unfortunately I can't simply support LSR without @, because QA's standard is that no special character is required for a comment. So you can write: lda #0 a comment comes here It's not that bad, because that's whythings like that work: lda:tax #0 I can think of adding another option, that would turn "standard" mode: comments must be preceeded by ';', and then you might have your LSR without @ (anyway, I don't think it's better, you might not meant acc mode, but just forget an argument ). It works and I use it all the time. Just skip ':'.
  17. fox

    XASM Question

    I'm not bored, but I'd like to see it now (just curious).
  18. fox

    XASM Question

    I've been busy last days... Gunfight is cool!! There are new options in xasm, see http://xasm.atari.org
  19. Press E. There're also keys for drawing rectangles, etc. I think.
  20. Actually the problem is "Who has enough time and C programming skills to do it?"
  21. I think that one should write programs in a way that they run well in a good emulator (e.g. A800Win PLus 3.0), because emulators are now very popular (and will be more and more). This isn't that hard. If a program runs well in emu, it usually runs well on real machine.
  22. Hvn: I think that the program from your tutorial is "Logos Maker". This is a very very old program. There's a newer one, by SoTe/Slight, that looks very very similar, but allows drawing and has some more options. For hires character mode (i.e. antic 2), there's my old (written 5 years ago or so) utility called "GR8 logoser" (look for GR8LOG11.COM).
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