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Torrax

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About Torrax

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  1. Looking great there!! Do you think this will work with the Mini Memory with an appropriate OPT5 loader?
  2. Ditto on the clarification. It's been 18 years since I used Inform. The hair and memory is getting a bit rusty there...
  3. I have the version in the Multi-Mod upgrade in my Super Extended Basic cart. Also have the original binder stuffed away on a shelf. Just haven't touch it in ages. Mostly use the FunnelWeb editor on the TI.
  4. Have used the Super Cart; Super Space II and Super Extended Basic since the 80's. And recently added a FinalGrom99. Infocom SC interpreter Super Bug II SoundFX JJ's BOOT Menu Disney disk conversions Various Utilities used the extra 8K I just got into the habit of always using an E/A 8K+ module of some sort. So its hard to peg down what other programs used or required the extra 8K. Most documentation will list this information.
  5. New thread created "Infocom Small Systems Development". Please post Inform programming material there. Going into read-only mode for sometime as my Grandmother of 99 1/2 yrs. passed away this morning. Need to deal with this and the lack of a funeral due to covid-19. Will be back...
  6. Here's the Infocom Fact sheet with the games related to SuperCart at the bottom (added game length column). You need to take the number of rooms, words, and opcodes used in consideration of which interpreter (Regular or SuperCart) to use on the TI-99/4A. The only exception was Seastalker which only works with the SuperCart interpreter. There were many releases for various systems of the time due to the sonar display. Barry Boone fine tuned his 8K-SuperCart interpreter to be more cross platform compatible on the TI. The later releases needed at least 38-40K+ for the interpreter on the various classic systems. Most boxes printed 48K or 128K required along with the systems name on the packaging. VI Game Statistics =================== Game Version Rooms Words Objects Opcodes Length (int) (takeable) (total) ================= ========== ====== ===== =========== ======= ======== Zork I 88.840726 110 697 60 6798 84876 Zork II 48.840904 86 684 50 6804 89912 Deadline 27.831005 51 656 37 6977 108454 Zork III 17.840727 89 564 23 5952 82714 Starcross 17.821021 86 557 25 6566 83792 Suspended 8.840521 63 676 33 6902 105492 Witness, the 22.840924 30 715 22 8945 104664 Planetfall 37.851003 105 669 45 7879 109398 Enchanter 29.860820 74 723 33 8070 111126 Infidel 22.830916 77 613 57 7386 93556 Sorcerer 18.860904 84 1013 36 8963 111052 Cutthroats 23.840809 68 790 21 12600 112558 HHGG 59.851108 31 971 45 10723 113334 Suspect 14.841005 57 674 43 10737 118692 Spellbreaker 87.860904 79 850 60 12472 128916 Ballyhoo 97.851218 36 962 42 15132 128556 Hollywood Hijinx 37.861215 67 854 58 10355 109650 Stationfall 107.870430 105 789 53 10662 128934 Lurking Horror 221.870918 71 773 44 12398 129944 Plundered Hearts 26.870730 57 816 28 13859 128962 Mini-Zork I 34.871124 69 536 46 5204 52216 ====SuperCart==== ========== ====== ===== =========== ======= ========= Seastalker 16.850603 30 911 15 14460 117762 Wishbringer 69.850920 52 1043 35 16223 128904 LGOP 59.861114 75 978 41 13763 129022 Moonmist 9.861022 69 955 26 15900 128866 The number of rooms refers to the internal representation; externally (from the player's point of view) there can be less/more rooms, like in Infidel's never-ending desert around the camp (which in fact consists of only 10 rooms). Likewise the number of takeable objects can be higher than the figure given here. I have only counted objects which have the takebit set in the initial state of the game. Hope this helps anyone that writes any newer adventures out there!! Have fun. Tyler
  7. I think the SuperCart version may also use some of 8K RAM to deal with the parsing of the larger dictionary sizes.
  8. Some of the very small Z3 files will fit entirely into the GAME1 file and error out in trying to read non-existant data needed for the GAME2 file. You can say the TI interpreters have a minimum Z3-DAT requirement due to the split DAT format. GAME1 -- 88*256-22K, 96*256-24K GAME2 -- 1 to 2K extra needed So about 24K and 26K (SC) orig Z3-DAT sizes seem to be the bare minimum for our interpreters.
  9. Was needing the function to work on some I/F128 files imported from other classic systems. Classic 99 supports reading non-native files in this format.
  10. Tursi, What program did you use to dump the CF7+ DSR. As I would like to dump both of mine (CF7+ & NanoPEB) for use in Classic99. A little mini-guide on this operation would be nice. Much thanks, Tyler
  11. Posted an update in the Development section titled "XB Infocom Conversion Tool".
  12. Android users beware!!! Updated Firefox on my android tablet and lost 3 years worth of bookmarks. And the new UI sucks. Never used sync as I wanted to keep everything separate from my PC & laptop. Just going to leave my cell phone alone on this update.
  13. Thats one file function that TI should of included in Basic & XB. Not hard to add as GOSUB routine or XB SUB function.
  14. Chris, Here's the latest XB loader and a conversion of a Z3 game called Adventure (based on the original 1977 version). The menu format is slightly different -- displays the Title Bar; Game Name; and Interpreter versions. Looks a lot cleaner with the removal of the game name in the menu options and being displayed just once. Also the EA5 loader is updated to the latest and removal of the large fonts (dead source disk). ADVENTURE.zip
  15. Just pick Editor Assembler from the Cartridges/Apps menu selection. It defaults to 8K RAM access at >6000.
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