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ColecoFan1981

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Everything posted by ColecoFan1981

  1. I managed to get more familiar with the TI Extended Basic's advantage of multiple commands per line. What I did was to enter up to four commands at a time per line to save space, and here's some more screenshots (and this time with all cherries) I managed to whip up... As a bonus, I even did a ColecoVision-styled recreation of scene 20 from the original arcade Mr. Do! ~Ben scene-01.bmp scene-02.bmp scene-03.bmp scene-04.bmp scene-05.bmp scene-06.bmp scene-07.bmp scene-08.bmp scene-09.bmp scene-10.bmp scene-20.bmp
  2. Lee, Thank you... it worked perfectly for me this time! I must've done something wrong the first time I tried that... ~Ben
  3. Lee, Here's the code in question originally submitted to me by sometimes99er, but which I modified (lines 170 and 180 are modified, and I moved the end to 190) to include an extra horizontal row of cherries. ~Ben
  4. Thank you for that! Now to try that on some Tomy Tutor/MSX-style Mr. Do! background patterns! I made a repeat of lines 150 and 160 at 170 and 180, but what do I do to remove the black border to the right of the second row of cherries I created? ~Ben
  5. It's TI standard BASIC... but I finally got it working now! I managed to do another test line: 110 PRINT "GOODBYE STRANGER, IT'S BEEN NICE/HOPE YOU FIND YOUR PARADISE/TRIED TO SEE YOUR POINT OF VIEW/HOPE " Then entered the line number and pressed the up key, went to the end of it and voila! More text could be added ("YOUR DREAMS WILL ALL COME TRUE"). I tried it again once more to put in even more text! ~Ben
  6. I can still only type four lines at a time - meaning only previously typed things can be corrected! No extra space to be had. ~Ben
  7. Already tried that... please let me know what you get. ~Ben
  8. Does not work in my situation (says "CAN'T DO THAT," I think for obvious reasons) nor does ALT+X. ALT+X continues to only go down. I wish I knew what you guys did on Classic99. Pay attention to my screenshot and reproduce that. ~Ben
  9. I just wish I knew how to do that on a PC keyboard... this is not a real TI-99/4A keyboard I'm using. The emulator I use, Classic99, has no specific mapping for the FCTN key. ~Ben
  10. Lee, Here's my predicament. It's not a question of an error, it's simply I cannot type more than four lines per line here, for space reasons. Has anyone else managed to add more than four lines per print command line? ~Ben
  11. I seem to have trouble typing a certain extended line/commands in TI-99/4A BASIC, when I type in multiple commands to program a game called Arrow Zap (from a 1984 book called Entertainment Games in TI Basic and Extended Basic). The line in question: 820 PRINT "E/I= STARTS ARROW MOVING UP":"Q/Y= INVERTS PLAYING FIELD"::"AFTER **E**/**I** IS PRESSED, NO":"KEY IS FUNCTIONAL." There is no more space left to type on this line after I get to the "KEY..." part. What worked for me was to shorten this line to only include the first two commands, and put the last one on a separate line (830 PRINT "AFTER **E**/**I** IS PRESSED, NO":"KEY IS FUNCTIONAL."), extending the total number of program lines from 442 (4420) to 443 (4430). But has anyone else had problems typing in the complete line/commands above on one line? https://ia601609.us.archive.org/9/items/tibook_entertainment-games-in-ti-basic-and-extended-basic/entertainment-games-in-ti-basic-and-extended-basic.pdf (go to page 36 - marked as page 35 in book itself) ~Ben
  12. In the meantime, the shorthand I used is: 113366CC88CC6633 ~Ben
  13. I am hoping you'll send me the correct code whenever you can make it. ~Ben
  14. Opry99er, It's trying to re-create these vertical chevron backgrounds in the ColecoVision port of Mr. Do! that's been hard at me right now within an 8x8 framework and why they would look better in 16x16. I am giving you the applicable screenshots for your convenience. ~Ben
  15. I wonder how I would do shorthand code on TI Extended Basic to create and fill a background with a 16x16 sprite? Would it be simple as changing line 60 to CALL CHAR (64,A$) or something like that? ~Ben
  16. Speaking of this much-ballyhooed return of this company, at least in name, I am wondering what titles like Fax and Targ would have looked like in the actual ColecoVision 1983 graphics style? ~Ben
  17. For all those of you who have successfully hacked the ColecoVision version of Donkey Kong, may I please request the following changes so that the scoring is in line with the arcade version? SCORING: Jumping over 1 barrel: 100 points (default) Jumping over 2 barrels: 300 points Jumping over 3 or more barrels: 500 points Grabbing an accessory (hat, purse or umbrella): * Level 1 - 300 points * Level 2 - 500 points * Level 3 and higher - 800 points Bonus life award: 7,000 points ~Ben
  18. I'm also thinking of doing this to the ColecoVision of Mr. Do! Namely. . . Change main background music to the "Can-Can" song from the final arcade release. Change round clear jingle to the "Charge!" fanfare. Whenever a Treat is eaten, keep the playfield Light Red (09) as long as both Alphamonster and Munchers are on screen, to match arcade version. As to music, add short jingle from when it's eaten on a letter you've collected already. Alphamonster and Munchers become extra Apples when hit. Change color of the Badguy (official name: Mini-Dino) to Dark Red (06) and its Digger (Driller) sub-form to Dark Blue (04) to match the arcade version. Change behavior pattern of the Munchers so they do not eat the cherries. Change scoring threshold for Alphamonster appearance from every 10,000 to every 5,000 points (arcade version). Change appearance of Alphamonster (both on EXTRA letter board and playfield) so he is Dark Blue on the inside with a yellow outline, his letter will flash yellow (arcade version). Add onscreen point values in playfield for: treat collected; last cherry collected in string of eight (500); and whenever any enemy is hit with your Power Ball or by an Apple. Add more detailed graphics for broken Apples. Add an extended flourish for the high C note on last cherry (the 500 point bonus) if collected properly. All color names and numbers taken from the TI TMS9918A/9928A/9929A Datasheet. ~Ben
  19. I forgot to add that the original values were taken from the TMS9118 series datasheet. ~Ben
  20. Here's another fix I want to see for CoolCV: palette accuracy. See attachment for details on the correct color values. ~Ben
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