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Everything posted by InfernalKeith
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Getting the values isn't the issue right now. I want to just change the program to load from DSK1 instead of CS1, and make sure it actually works with the BXB modifications in Extended BASIC. Only THEN am I gonna cut-and-paste all those variables into the code itself and make it one standalone program. It's frustrating because I know my issue with TIDir is something little and stupid, and once I figure it out, or have it explained to me, I'm gonna feel like the world's biggest doofus. More later this afternoon.
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I was gonna say, BillG gets one of the finished product before any of the rest of us do! That is only right and just. If it came down to it, and only he or I could have one, I'd give mine to him.
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I've run into a stumbling block of sorts. I seem to have a total mental block when it comes to TIDir -- I can't get this program to do jack squat. I get stuff from my TI to my CF7, but I can't copy files back and forth, and I don't know why. I've resorted to listing programs, then copy-and-pasting them into Classic99 to get them to work, but that's not gonna work for a data file. I'm embarrassed because I feel like I'm missing something totally obvious, but this program doesn't seem intuitive to me at all, and I don't know what I'm doing wrong. Can someone point me to a previous OLUG thread or a website with good docs or a tutorial on how this thing works?
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I got the whole program saved in one piece. It loads variables from side two of the tape, and I need to extract THAT information into a disk file (or, eventually, just hard-wire it into the program and eliminate the need for a data file). I was just using the program's own code to pull the data from the tape, then save it to a disk file. The problem was, in the normal game process, it redefines each character in the same FOR-NEXT loop it uses to load the chardata from tape.
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Here's a glimpse of what it's like in my head, and why it takes me so long to get stuff done. The entire problem of moving Atlantis into XB is the lack of character sets 15 and 16, right? So I loaded Atlantis from CS1, into XB, deleted most of it and resequenced the part between "OPEN #1" and "CLOSE #1." Then I added in an OPEN #2:"DSK1.ATLDATA" to save the info, as it's being loaded from tape, onto DSK1. It was almost finished moving everything over, and I got a *BAD VALUE. Why? Because I'd left in the CALL CHAR line where it was trying to use the BASIC data to redefine characters XB doesn't have. *beating head on desk*
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Awesome! Not trying to be a pain in the butt but I wanted to point out before this gets printed for good, it's "collision imminent." [/spellingnazi]
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I wrote up docs in the Thin Ice thread, on the assumption that they were stand-alone, so a lot of what's in them (system requirements, for example) could be cut. If they're too long, you can trim 'em down or I can submit an edited version.
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I thought about doing that, actually... I have a few other UK games that I got when I picked Atlantis up, and I'd love to make a "best of the UK" package (on tape and disk!) with manual. It'd be good practice for making my own manuals and packages for my stuff, should I ever actually finish any of it. Let me file that idea away for now... it's all moot if I don't get this @#%^ thing to work! Oh, and completely off topic, but y'all might be interested. I had to break from this at 2 to interview the guys from the "American Pickers" show on the History Channel. As an ebayer and lifelong flea market/yard sale junkie, I definitely feel some kinship with those guys. I'm doing a story on them for our local weekly paper. Unfortunately, my phone was being wonky, so ten minutes into the interview I lost 'em, and now we have to reschedule the whole thing. I didn't even get to ask them to look out for TI stuff for me!
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OK, still don't have the file properly parsed, stuff's not loading correctly from the tape into the disk file. Gotta put it down for now, but will get it sorted later this afternoon and hopefully we'll be in business.
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OK, I've written a small TI BASIC program to open the CS1 data file, open an identical file on DSK1, and just dump all the information into the DSK1 file. If I can then copy that into Classic99's DSK1 folder and modify the listing to read from DSK1 instead of CS1, we may already be home free!
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I can hear the old guys now. "You know what we called OUR 'thirty line programming contest'? OUR ENTIRE CAREER! We did everything in 3.2K with half of that reserved for an 8" disk driver that someone forgot to remove from the beta code! AND WE LIKED IT!!!! We programmed uphill both ways!! In snow!!!" Actually, a big hero of mine in these matters is Jeffrey Daniels, over at the Denial Vic 20 forum. He recently released a collection of six games that run on an unexpanded 3K (!!!) Vic-20 in BASIC, and every game is a keeper. Of course, Vic BASIC is Indy 500 fast compared to TI console BASIC...
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That would be it! I look forward to delving into its guts a bit more once it's running in XB, it looks like insanely well thought out and ruthlessly efficient code. I can't wait for you guys to see this game in action, even in agonizing BASIC speeds it's impressive as hell. I got the BXB routines pasted in via the PASTE feature in Classic99 (a little bit of a cheat, I guess, not MERGE-ing it, but the goal here is getting it to work, not being pure to original methods). Next up, extracting all that data from the original data file. Shouldn't take me too long. I have to knock off at 2 for an interview, but I'll be back at this later on. I'd love to have it done by tonight!
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1 REM 1 2 DIM X1(,Y1(,E$(,X9(3),TY(3),TX(3),S1(2),AD(2),SF(2) 3 DEF YT=ASC(SEG$(CF$,F+3,1)) 4 DEF YS=VAL(SEG$(CF$,F+4,3)) 5 DEF YR(Q)=VAL(SEG$(T$,Q,2)) 6 DEF YQ(Q)=VAL(SEG$(L6$,Q,1)) 7 DEF YP=((1-0+1)*RND)+0 8 DEF YO(Q)=ASC(SEG$(L6$,Q,1)) 9 DEF CA(Q)=ASC(SEG$(SE$,SY+Q,1))-60 10 DEF MO$(Q)=CHR$(Q+60) 11 DEF DG(Q)=SEG$(I$,M+Q,1)=SEG$(UI$,F,1) 12 DEF QW(Q)=ASC(SEG$(ER$,WF+Q,1))-60 13 DEF YU(Q)=ASC(SEG$(CF$,F+Q,1))-60 14 SA(0)=118 15 SA(2)=113 16 AD(0)=1 17 FH=1 18 SF(0)=115 19 SF(2)=113 20 CALL CLEAR 21 K$="QP A" 22 GH=1005 23 OPEN #1:"CS1",SEQUENTIAL,INTERNAL,INPUT,FIXED 190 24 CALL CLEAR 25 CALL SCREEN(2) 26 CALL COLOR(1,2,2) 27 FOR F=1 TO 3 28 INPUT #1:J$ 29 PRINT J$: : 30 NEXT F 31 CALL CHAR(42,"00FF00FF00FF00FF") 32 CALL SCREEN(5) 33 CALL COLOR(1,5,5) 34 INPUT #1:ES$ 35 INPUT #1:SE$ 36 INPUT #1:RR$ 37 EE$=ES$&SE$ 38 FOR F=1 TO 8 39 INPUT #1:E$(F) 40 NEXT F 41 FOR F=0 TO 3 42 INPUT #1:TX(F),TY(F) 43 NEXT F 44 FOR F=0 TO 8 45 INPUT #1:X1(F),Y1(F) 46 NEXT F 47 FOR F=1 TO 34 48 INPUT #1:C$ 49 CALL CHAR(VAL(SEG$(C$,1,3)),SEG$(C$,4,LEN(C$)-3)) 50 NEXT F 51 INPUT #1:HL$ 52 INPUT #1:I$ 53 CLOSE #1 54 J$="" 55 CALL CLEAR 56 SF(0)=2 57 SF(2)=0 58 SN=0 59 TL=1 60 IO=18 61 IF SC<HI THEN 64 62 HI=SC 63 HG=0 64 TY$=STR$(HI) 65 SC=0 66 VV=1 67 C$=HL$ 68 X=12 69 Y=15 70 SE$=EE$ 71 ER$=RR$ 72 B=3 73 A1=3 74 JK=99 75 W1=98 76 CB=0 77 LK$="" 78 L=13 79 T$="13102!LFZT" 80 IZ=1 81 GOSUB 446 82 T$="15103!KPZTUJDL" 83 GOSUB 446 84 T$="1809QSFTT!2!PS!3" 85 GOSUB 446 86 CALL KEY(0,K,S) 87 IF(K<>49)*(K<>50)THEN 86 ELSE 88 88 KY=K-48 89 FE=17 90 CALL CLEAR 91 CALL SCREEN(5) 92 FOR F=1 TO 16 93 CALL COLOR(F,5,5) 94 NEXT F 95 IZ=1 96 RESTORE 428 97 READ CF$ 98 GOSUB 450 99 READ CF$ 100 JK=L 101 W1=L 102 YL=56 103 GOSUB 450 104 RESTORE 427 105 GOSUB 440 106 RESTORE 426 107 CALL HCHAR(24,12,129,17) 108 CALL SCREEN(2) 109 FOR F=1 TO 8 110 READ C4,C5,C6 111 CALL COLOR(C4,C5,C6) 112 NEXT F 113 P=2 114 P1=11 115 GOSUB 436 116 IZ=0 117 IF W1=JK THEN 119 118 L=INT((28-13+1)*RND)+13 119 KK=28 120 GOSUB 413 121 EL=VAL(SEG$(STR$(L),1,1)) 122 EL2=VAL(SEG$(STR$(L),2,1)) 123 A2=1 124 FOR F=0 TO EL2 125 EL5=ASC(SEG$(E$(EL),A2,1))-60 126 A2=A2+EL5 127 NEXT F 128 L2$=SEG$(E$(EL),A2-EL5,EL5) 129 L6$=SEG$(L2$,6,(ASC(SEG$(L2$,1,1))-60)-5) 130 L9=LEN(L6$) 131 IF L<48 THEN 152 132 U=96 133 GOSUB 457 134 L9=VAL(SEG$(L6$,1,1)) 135 FOR F=1 TO L9*4 STEP 4 136 FOR J=0 TO 3 137 X9(J)=YO(F+(J+1))-80 138 NEXT J 139 RANDOMIZE YQ(LEN(L6$)) 140 IF X9(0)<0 THEN 148 141 FOR I=X9(0)TO X9(3) 142 CALL HCHAR(I,X9(1)+YP,32,X9(2)-YP) 143 NEXT I 144 NEXT F 145 CALL COLOR(1,8,5) 146 CALL COLOR(9,14,5) 147 GOTO 167 148 FOR I=ABS(X9(1))TO ABS(X9(2)) 149 CALL VCHAR(ABS(X9(0))+YP,I,32,ABS(X9(3))-YP) 150 NEXT I 151 GOTO 144 152 U=32 153 GOSUB 457 154 FOR F=1 TO L9 155 ON YQ(F)GOSUB 378,391,393,403,405,403,405,411 156 NEXT F 157 IF(L<>46)*(L>=44)*(L<=47)THEN 158 ELSE 145 158 RESTORE 435 159 FOR F=1 TO EL2-3 160 READ RC,RB 161 NEXT F 162 RANDOMIZE 5 163 FOR F=10 TO 19 164 CALL HCHAR(F,RC+YP,32,RB-YP) 165 NEXT F 166 GOTO 145 167 CALL HCHAR(2+(TL*2),28,58) 168 CALL HCHAR(2+(EL*2),28,105) 169 FOR SY=1 TO LEN(SE$)STEP 5 170 IF CA(1)=L THEN 174 171 NEXT SY 172 ST=5 173 GOTO 194 174 MV=CA(0) 175 XF=CA(2) 176 YF=CA(3) 177 HJ=CA(4) 178 LI=CA(1) 179 SH=SA(MV+1) 180 RESTORE 431 181 FOR F=1 TO HJ 182 READ CR$ 183 NEXT F 184 FOR F=0 TO 9 185 CALL CHAR(113+F,CR$) 186 READ CR$ 187 NEXT F 188 RT=INT((16-3+1)*RND)+3 189 ST=1 190 CALL HCHAR(YF,XF,SH) 191 CALL HCHAR(YF,XF+1,SH+1) 192 CALL COLOR(11,RT,5) 193 CALL COLOR(12,RT,5) 194 FOR WF=1 TO LEN(ER$)STEP 4 195 IF QW(0)=L THEN 198 196 NEXT WF 197 GOTO 200 198 CALL HCHAR(QW(1),QW(2),QW(3)) 199 CALL COLOR(2,16,5) 200 RO=0 201 IZ=0 202 IF(CB=1874)*(UI=56)THEN 335 203 XK=X 204 A9=A1 205 CALL GCHAR(X,Y,TK) 206 IF TK<>96 THEN 218 207 ON A9 GOTO 218,208,208,213,218,213,208,208 208 X=X+1 209 IF X<19 THEN 205 210 X=XK 211 A9=4 212 GOTO 205 213 X=X-1 214 IF X>3 THEN 205 215 X=XK 216 A9=2 217 GOTO 205 218 IF(T>0)*(T<8)THEN 256 ELSE 255 219 X=X-X1(A1) 220 Y=Y-Y1(A1) 221 ON POS("`+>@?=(*,!",CHR$(S),1)+1 GOTO 222,353,353,223,223,223,223,315,325,339,325 222 IF(S>113)*(S<122)THEN 353 ELSE 263 223 LO=ASC(SEG$(SEG$(L2$,2,4),(S-60),1))-60 224 IF(LO=L)+(L=0)THEN 263 225 CALL HCHAR(X,Y,32) 226 TL=EL 227 UY$=SEG$(SE$,1,SY-1) 228 UT$=SEG$(SE$,SY+5,LEN(SE$)-SY+5) 229 UI=LO 230 RESTORE 425 231 FOR F=1 TO 10 STEP 2 232 READ DK,FK 233 CALL COLOR(DK,FK,5) 234 NEXT F 235 IF TY(S-61)=0 THEN 237 236 Y=TY(S-61) 237 IF TX(S-61)=0 THEN 239 238 X=TX(S-61) 239 IF(AB=0)*(ST=5)THEN 248 240 IF AB=0 THEN 246 241 LI=ASC(SEG$(SEG$(L2$,2,4),(GC-60),1))-60 242 IF TY(GC-61)=0 THEN 244 243 XF=TY(GC-61) 244 IF TX(GC-61)=0 THEN 246 245 YF=TX(GC-61) 246 SE$=UY$&MO$(MV)&MO$(LI)&MO$(XF)&MO$(YF)&MO$(HJ)&UT$ 247 AB=0 248 IF RO=0 THEN 253 249 WE$=SEG$(ER$,1,WF-1) 250 WW$=SEG$(ER$,WF,3)&CHR$(RO) 251 WR$=SEG$(ER$,WF+4,LEN(ER$)-WF+4) 252 ER$=WE$&WW$&WR$ 253 L=LO 254 IF UI<50 THEN 121 ELSE 421 255 FOR T=1 TO 8 256 FOR F=1 TO B 257 IF B=3 THEN 263 258 X=X+X1(A1) 259 Y=Y+Y1(A1) 260 CALL GCHAR(X,Y,S) 261 IF S<>32 THEN 219 262 CALL HCHAR(X+(X1(A1)*-1),Y+(Y1(A1)*-1),32) 263 CALL HCHAR(X,Y,143+(A1*2)-1) 264 ON KY GOTO 295,298 265 CALL HCHAR(X,Y,143+(A1*2)) 266 NEXT F 267 ON ST GOTO 268,305,310,302,278,272 268 CALL GCHAR(YF,XF+MV+AD(MV+1)+MV,S8) 269 IF(S8<>32)THEN 300 270 ST=6 271 GOTO 278 272 XF=XF+MV 273 CALL HCHAR(YF,XF+(MV*-1),32,2) 274 CALL HCHAR(YF,XF,SH+SN) 275 CALL HCHAR(YF,XF+1,SH+SN+1) 276 ST=1 277 SN=SF(SN) 278 NEXT T 279 IO=IO-1 280 CALL HCHAR(23,IO+12,92) 281 IF IO=0 THEN 365 ELSE 255 282 IF S<>32 THEN 219 283 A1=A1-1 284 IF A1>0 THEN 266 285 A1=8 286 GOTO 266 287 A1=A1+1 288 IF A1<9 THEN 266 289 A1=1 290 GOTO 266 291 B=3 292 GOTO 265 293 B=2 294 GOTO 265 295 CALL KEY(3,K,S) 296 IF S=0 THEN 265 297 ON POS(K$,CHR$(K),1)+1 GOTO 265,283,287,291,293 298 CALL JOYST(1,XJ,YJ) 299 ON POS("[email protected]<",CHR$((((XJ*2)+(YJ))++48),1)+1 GOTO 265,283,293,287,291 300 ON POS("`>@?=",CHR$(S8),1)+1 GOTO 301,302,310,310,310,310 301 IF((S8>144)*(S8<159))THEN 357 302 MV=MV*-1 303 ST=2 304 GOTO 255 305 CALL HCHAR(YF,XF+SGN(1-(MV*-1)),SH+AD((MV*-1)+1)) 306 CALL HCHAR(YF,XF+SGN((MV*-1)+1),SH+4) 307 ST=1 308 SH=SA(MV+1) 309 GOTO 255 310 GC=S8 311 AB=1 312 CALL HCHAR(YF,XF,32,2) 313 ST=5 314 GOTO 255 315 RO=101 316 B=3 317 SC=SC+100 318 CALL HCHAR(QW(1),QW(2),41) 319 HG=HG+1 320 CALL SOUND(10,4000,0) 321 KK=16 322 TY$=STR$(SC) 323 GOSUB 413 324 IF(T>0)*(T<8)THEN 256 ELSE 255 325 B=3 326 FOR F=IO TO 17 327 CALL SOUND(-100,-7,0) 328 CALL HCHAR(23,11+F,104) 329 NEXT F 330 IO=17 331 IF S=33 THEN 255 332 CALL HCHAR(QW(1),QW(2),43) 333 RO=103 334 GOTO 255 335 T$="0810"&C$ 336 GOSUB 446 337 C$=HL$ 338 GOTO 56 339 CALL SOUND(30,1000,0) 340 CALL HCHAR(QW(1),QW(2),32) 341 RO=92 342 SC=SC+200 343 HG=HG+1 344 GOTO 321 345 FE=FE-1 346 CALL HCHAR(24,13+FE-1,60) 347 FOR F=FE/2 TO 1 STEP-1 348 CALL SOUND(2,1500,5) 349 NEXT F 350 IF FE=0 THEN 352 351 B=3 352 RETURN 353 GOSUB 345 354 IF FE=0 THEN 360 355 IF(S=96)+(S=43)THEN 255 356 IF ST<>2 THEN 302 357 GOSUB 345 358 IF FE=0 THEN 360 359 IF ST<>2 THEN 302 ELSE 255 360 CALL SOUND(4000,1500,5) 361 T$="1007OP=MJGF=EFUFDUFE" 362 IZ=1 363 GOSUB 446 364 GOTO 56 365 T$="1010TVGGPDBUJPO" 366 IZ=1 367 GOSUB 446 368 GOTO 56 369 GOSUB 371 370 RETURN 371 AC$="" 372 FOR F=1 TO 11 373 AC$=AC$&CHR$(ASC(SEG$(C$,F,1))+(UI*VV)) 374 NEXT F 375 C$=AC$ 376 VV=VV*-1 377 RETURN 378 FOR I=2 TO 8 379 CALL HCHAR(I,4,33,23) 380 NEXT I 381 RETURN 382 RANDOMIZE YQ(F+1) 383 H1=0 384 FOR I=H5 TO 30-H5 STEP SGN((30-H5)-H5) 385 H=YP+H1 386 CALL VCHAR(20-H,I,96,H) 387 H1=H1+(YO(F+2)/100) 388 NEXT I 389 F=F+2 390 RETURN 391 H5=4 392 GOTO 382 393 H5=26 394 GOTO 382 395 RANDOMIZE YQ(F+1) 396 H1=YO(F+2)-60 397 FOR I=H5 TO 15 STEP SGN(15-H5) 398 H=((H1-(H1/2)+1)*RND)+(H1/2) 399 ON YQ(F)GOSUB 2,2,2,407,407,409,409 400 NEXT I 401 F=F+2 402 RETURN 403 H5=4 404 GOTO 395 405 H5=26 406 GOTO 395 407 CALL VCHAR(20-H,I,96,H) 408 RETURN 409 CALL VCHAR(2,I,96,H) 410 RETURN 411 CALL VCHAR(2,26,96,18) 412 RETURN 413 TP=KK-LEN(TY$) 414 IF HG<>26 THEN 417 415 ER$=RR$ 416 HG=0 417 FOR F=1 TO LEN(TY$) 418 CALL HCHAR(21,TP+F,ASC(SEG$(TY$,F,1))) 419 NEXT F 420 RETURN 421 CB=CB+UI 422 IF CB>1900 THEN 121 423 GOSUB 369 424 GOTO 121 425 DATA 2,5,11,5,12,5,9,5,1,5 426 DATA 16,2,5,15,2,5,1,8,5,3,2,11,4,2,11,10,11,5,2,16,5,13,7,11 427 DATA 9,"2104TDPSF=111111","2119IJ=111111","2304PYZHFO","0528E","0828F","1128Q","1428U","1728I","2404FOFSHZ" 428 DATA "*[email protected]*[email protected][email protected][email protected][email protected]<[email protected]<[email protected]<[email protected]<026*>X<018*>Y<018" 429 DATA "+SHh017*?X:[email protected][email protected]>024*=W?020" 430 DATA 19,0,2,0,0,4,0,25 431 DATA "80C0E7DF8702","80C0FEFFF8","00000187DFE7C380","0080C0FEF7FC","84CEF5FFF1110E","01037FEF3F" 432 DATA "0103E7FBE14","0000017FEF3F","0080C0E1FBE7C301","2173AFDF8F885020","F00EE31C01E21C" 433 DATA "1C3AE7E73A1C","000700001F00030C","00C62FBD5D1D2FC6","3C7EE7C3C3E77E3C" 434 DATA "385CE7E65D38","00F30CC03C837807","0063B4BBBCB8B463","00E000C0300020C0","3C66C38981C3673C" 435 DATA 8,4,13,4,0,0,13,6 436 FOR F=5 TO 8 437 CALL COLOR(F,P,P1) 438 NEXT F 439 RETURN 440 READ A 441 FOR F=1 TO A 442 READ T$ 443 GOSUB 446 444 NEXT F 445 RETURN 446 FOR I=5 TO LEN(T$) 447 CALL HCHAR(YR(1),YR(3)+I-4,ASC(SEG$(T$,I,1))-IZ) 448 NEXT I 449 RETURN 450 FOR F=1 TO LEN(CF$)STEP 7 451 IF SEG$(CF$,F,1)="*" THEN 454 452 CALL HCHAR(YU(1),YU(2),YT,YS) 453 GOTO 455 454 CALL VCHAR(YU(1),YU(2),YT,YS) 455 NEXT F 456 RETURN 457 FOR F=2 TO 19 458 CALL HCHAR(F,4,U,23) 459 NEXT F 460 RETURN
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OK, one early success. The game loaded successfully with the CF7 installed, and saved to DSK1 without incident. No lengthy deleting process necessary. It wouldn't have run properly, but I at least got it onto the CF7. Next step - to download the "BXB" software which is supposed to make it work in Extended BASIC, and then print out the listing so I can extract the data from side two of the cassette and build it into the program listing itself, as opposed to being in an external file. I may finish this sometime this year after all!
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BUMP! I'm now, RIGHT NOW, in real time, as we speak, sitting down to work on Atlantis. I plan to post here as my efforts progress (or not). Wish me luck! Step one: load game in BASIC, delete first half, save to CS1, load game again, delete second half, save to CS1. Then load each half, save to CF7, and move to Classic99. After that, if I'm not already driven to drink, I'll break for lunch and move onward.
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Actually, what Adam mentions is part of the problem I'm having 'raising' that Atlantis game from cassette to bring into the emulator world. I'm actually taking an entire day off tomorrow (minus an hour when I have to do a phone interview) and working on that project - it may involve loading, deleting lines, saving, loading, deleting the other half of the lines, saving, then loading each half-section, saving to CF7, bringing each half to the PC and merging them in text editor. And that doesn't include the conversion to "BXB" so it'll run in extended BASIC, OR the extraction of all the variable data from the data file on side 2 of the tape! I may need more than one afternoon. :/ Congratulations to the winners and to everyone for making this cool idea come to life. It's neat to see individual programming style, graphical style, etc emerging in each of us as we submit more work for public consumption. Although I'm not sure I dig being "known" as a chronic abuser of crudely-drawn virtual animals... none of my next game projects will feature ANY creatures being even slightly inconvenienced, I promise.
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Walid, this game looks incredible! Please do keep us posted on its progress here. I think you're going to surprise a lot of folks with this one, especially some of the non-99'ers who poke their head in here and see those screenshots. Great work so far!
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Compact Flash Drive for TI 99/4A available on Ebay
InfernalKeith replied to InfernalKeith's topic in TI-99/4A Development
I hate to see you bailing on the TI, man. Is there anything we could do to help you get things up and running? -
All these carts are bare (no box or manuals), and all end tomorrow evening. Thanks! Keith Turmoil eBay Auction -- Item Number: 380225886538 Star Trek eBay Auction -- Item Number: 350342853700 Serpentine eBay Auction -- Item Number: 380225886415 Q*Bert eBay Auction -- Item Number: 380225886368 Ms. Pac-Man eBay Auction -- Item Number: 380225886320 Moon Patrol eBay Auction -- Item Number: 380225886275 Miner 2049'er eBay Auction -- Item Number: 350342853282 MasterType eBay Auction -- Item Number: 380225886198 K-Star Patrol eBay Auction -- Item Number: 350342853113 HES Writer eBay Auction -- Item Number: 350342853052 Dragonfire eBay Auction -- Item Number: 380225886040 Donkey Kong eBay Auction -- Item Number: 380225885990 Dig Dug eBay Auction -- Item Number: 350342852856 Demon Attack eBay Auction -- Item Number: 380225885911 Defender eBay Auction -- Item Number: 350342852694 Crossfire (Sierra On-line) eBay Auction -- Item Number: 350342852605 Congo Bongo eBay Auction -- Item Number: 380225885794 Centipede eBay Auction -- Item Number: 350342852487 Buck Rogers: Planet of Zoom eBay Auction -- Item Number: 380225885738 Commodore Artist eBay Auction -- Item Number: 380225885703 Amok (Berzerk clone) eBay Auction -- Item Number: 350342852255
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All of these end tomorrow evening. Thanks! - Keith TI 99/4A: The Great Word Race bare cart: eBay Auction -- Item Number: 350342855548 TI 99/4A: Speed Reading B bare cart: eBay Auction -- Item Number: 350342855481 TI 99/4A: Rabbit Trail bare cart: eBay Auction -- Item Number: 380225887644 TI 99/4A: Henhouse bare cart: eBay Auction -- Item Number: 380225887613 TI 99/4A: Micro Tennis, bare cart: eBay Auction -- Item Number: 380225886893 TI 99/4A: St. Nick, bare cart: eBay Auction -- Item Number: 380225886269 Odyssey 2: Volleyball! Canadian label, bare cart: eBay Auction -- Item Number: 350342855150 Odyssey 2: UFO! Canadian label, boxed cart: eBay Auction -- Item Number: 350342855100 Odyssey 2: UFO! Canadian label in hard plastic "flip-top" box: eBay Auction -- Item Number: 380225887518 Odyssey 2: Thunderball! Canadian label bare cart: eBay Auction -- Item Number: 380225887483 Odyssey 2: Sid the Spellbinder, bare cart: eBay Auction -- Item Number: 350342854896 Odyssey 2: Showdown in 2100 AD Canadian label, bare cart: eBay Auction -- Item Number: 380225887391 Odyssey 2: Monkeyshines, Canadian label in hard plastic "flip top" box: eBay Auction -- Item Number: 350342854675 Odyssey 2: KC Munchkin, rare multi-language Videopac version in hard plastic "flip top" box: eBay Auction -- Item Number: 380225887260 Odyssey 2: KC Munchkin, Canadian label, boxed: eBay Auction -- Item Number: 380225887192 Odyssey 2: I've Got Your Number, Canadian label, bare: eBay Auction -- Item Number: 380225887091 Odyssey 2: Dynasty!, Canadian label, bare cart: eBay Auction -- Item Number: 350342854372 Odyssey 2: Casino Slot Machine, Canadian label, bare cart: eBay Auction -- Item Number: 380225886844 Odyssey 2: Blockout/Breakdown, Canadian label, bare cart: eBay Auction -- Item Number: 380225886751 Odyssey 2: Blockout/Breakdown, Canadian label, hard plastic "flip top" box: eBay Auction -- Item Number: 350342854115 Odyssey 2: Alien Invaders - Plus!, Canadian label, bare cart: eBay Auction -- Item Number: 350342854038 Odyssey 2: Alien Invaders - Plus!, Canadian label, boxed: eBay Auction -- Item Number: 380225886619 Odyssey 2: Alien Invaders Plus!, Canadian hard plastic "flip top" box: eBay Auction -- Item Number: 350342853847
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Bumping this thread because I'm digging this project back out to finish it over the course of this week, hopefully. Looking over what I have so far, I'm pretty pleased with it. I'm even thinking of adding several different types of AI play style -- giving the user the option of an aggressive, defensive, or random opponent. My plan tonight is to crack a Guinness after the kids are asleep, put some loud music on, and get at least the main play loop finished and working. Wish me luck.
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I kinda sorta got my head around the idea, in my sleep-deprived state, and it sounds cool as hell. Very ambitious engine for interactive fiction (text adventure) -- sounds like if you put the bones of it together for LGB, you'll be able to fairly easily adapt it to other games, should you ever want to build another world down the road some time. Let the wave of enthusiasm keep you going -- there's a TI renaissance going on, and I'd love to see this project be part of it!
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Holy crap, Codex. *I* like my game more now. Thanks! I will write up a coupla small reviews tomorrow night - I'm toast from yet another family roadtrip, and I still have a couple more hours of work to do tonight before bed, but the next couple weeks should finally slow down the carousel a little bit and give me some me time for programming, game playing, internet smack talk, and the like. The only tech notes I could provide for Thin Ice would be its main trick, of randomly advancing the ASCII value of a random bunch of tiles on the board by 2, and having those ASCII values redefined as the various levels of cracking in the ice (and then by a solid blue square denoting water). That allows for (relatively) quick game board manipulation in a small main loop. Not fast enough to crack in real time whether you move or not, but hey, that's XB for you. And it makes it more of a puzzler than a white-knuckle arcade game, which is what I like to make anyway, since I basically wanna be Not Polyoptics circa 1982 when I grow up. I'm so pleased with how this has all developed. Even if there's really only a few of us here in the sandbox in the grand scheme of things, it sure as heck beats programming in a vacuum. And the quality of the work being done here is beyond what anyone would have a right to expect from a bunch of frazzled grown-ups with scant free time. I'm proud to be along for the ride here, and I'm learning a ton from you knuckleheads. Thanks to everyone who's contributed such cool games for our kickass little orphan.
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Not to jump in here at the last second, but where in NC do you live? Is it anywhere near Wake Forest? I have a buddy there who'd pick the whole lot up (if I was to buy it) and then bring it out to me next month when he comes out to visit. Might save you a lot of hassle... are you anywhere near there?
