Jump to content

adamantyr

+AtariAge Subscriber
  • Posts

    1,883
  • Joined

  • Last visited

About adamantyr

  • Birthday 07/16/1975

Profile Information

  • Gender
    Male

Recent Profile Visitors

32,431 profile views

adamantyr's Achievements

Stargunner

Stargunner (7/9)

1.6k

Reputation

  1. On my PC, I like using GraphiCV, a tool developed in Java by @unhuman. It lets you do not only sprites but layer up to four of them on top of each other. You can also do bitmap graphics. For RoA, I rolled my own sprite editor on the TI itself that loaded and saved data from and to the binary file directly, so I could make quick edits as needed.
  2. I recall someone asking me in the past if they could compile it and I asked them not to, because I felt the game was written for and balanced to the speed of TI-Basic. But I'm all right with it, so long as someone doesn't complain the game's too hard because certain puzzles relied on the slowness to give you time to react.
  3. Latest version was released a few days ago.... I'm pretty sure the game is solid and stable now. Anyone who was holding off on playing, this is the time!
  4. I would definitely focus on game play and what you find fun and challenging over "stupid and frustrating". That is the hallmark of a game designer over a copier.
  5. Nice work! I would definitely test the speech out on hardware; the emulators all use a slightly later generation core. Also, please make sure music can be disabled. While I enjoy the tune, it's nice to have the option to not listen to it non-stop. Plus you could then add in some sound effects for the proton guns, the trap, etc.
  6. I only ever played the C64 version myself. I think it really depends on if you want to implement all the various car upgrades and different models of car. If you do, I'd stick with the passive version. If not, then the small mini-game of dodging cars and grabbing fuel works.
  7. I think model after the C64 but lose the center column, go single color, but have it rotate color rapidly between red, blue and yellow. I used color rotation in RoA frequently to zazz up single color sprites at low cost.
  8. Excellent graphic work! I'm very excited to see the finished product. I would say using a consistent color for the tops of buildings will help users navigate the main map easier; most of the ports only use a limited number of colors anyway. Looking at the MSX screenshots, I'm surprised at how pedestrian it looks. Definitely shoot for the stars; the Sega Master System has a much better appearance.
  9. Glad to see you are free, Gary! I almost put a reference to Oasis Pensive Abjucators in RoA, but I thought there was no real way to do it that would work. (A dreamy merchant at an oasis?)
  10. I found that software sprite rotation... isn't great. I wrote a small test program and found that it caused a lot of blinking that was pretty harsh. FORTUNATELY you should be okay, because it's only horizontal that's the problem. If you only use four sprite (two proton streams and two for the target ghost) you should be okay. You DO have 32 sprites to work with, although I would warn you can't use half-bitmap/enhanced graphics mode in that case, only full bitmap, because the table masks mess up the sprites and you're limited to 8 unique sprites. (If you use 9 or higher, they just repeat the first eight.)
  11. It does use the timer, but it's for random numbers. The clock runs so fast it's usable in any state. (I originally used the VDP timer, but it produced predictable patterns for battlemap generation.) I'm not sure if that would cause the game to not work, though, unless even trying to set the CRU bits to access it caused your emulator to crash. Also, for the 180K version, you have to use the cartridge binary, and put all the rest of the files from the game disk on a single disk, and split the world disks into four disks. And be sure to configure their location in the configuration menu.
  12. Yeah, it runs on the 1mb version. It may even break on the 4mb version.
  13. Yeah, developer of Realms of Antiquity here. In order for it to run, you will need to emulate the SAMS card, which provides 1024mb of CPU memory to the base TI. Hardware details can be found here: http://www.unige.ch/medecine/nouspikel/ti99/superams.htm
  14. BLWP, by having an isolated register set, is useful because it's sort of like a method in a high-end language like Java, C, C#, etc. For BL/RT, I usually set up an internal stack and burn R10 as a pointer for it, so I can push and pop return addresses off if needed. That way BL routines can call other BL routines but still work their way back to the original caller. What I did find when coding Realms of Antiquity was that I'd frequently run into issues where I was using registers to hold specific values at the top of a return stack, and either I'd end up running out of registers to use or worse, accidentally use one and cause a bug. That's where I would convert some subroutines into BLWP versions, because then they operated independently. Also, I've used register sets in the regular CPU memory areas other than the scratch pad and not had performance problems. It's all about the context of what you're using them for.
  15. Cool to see this available for the TI as well, thanks Evie!
×
×
  • Create New...