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nanochess last won the day on December 25 2017

nanochess had the most liked content!

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About nanochess

  • Rank
    Processorus Polyglotus
  • Birthday November 4

Profile Information

  • Custom Status
    Coding something good
  • Gender
  • Location
    Mexico City
  • Interests
    MSX, Colecovision, Atari VCS/2600, Intellivision, Sega Master System, TI-99/4A, NES.
  • Currently Playing
    Castle of Death for Intellivision ;)
  • Playing Next
    My new halloween game for Intellivision ;)

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  1. Glad to say that some days ago I've broke the one hundred books sold
  2. In fact you can create sprites using Paint .Net in a strip of (let us say) 256x16 pixels. And then convert this to BITMAP statements by means of IntyColor options -d -b -i2 These options instruct IntyColor to process the bitmap in chunks of 16 pixels high (the way the Intellivision handles 16-pixel high sprites). I tend to draw the sprites in white and keep the background black. For muticolor sprites you need to do it manually. Still you can use Paint.net but then separate the two color sprite in two separate sprites with a single color each.
  3. It looks so cool! You deserve it 👍🏻
  4. Probably because it is the afternoon, but I cannot "see" a game where an algorithm of this type could be implemented, also I cannot remember a game where a Monte Carlo algorithm is used.
  5. I never found documentation on EXEC entry points, so I never used the EXEC. At the end wasn't so bad, because the EXEC has some known limitations. And from reading the code shown, it appears like it is very inefficient!!!
  6. You should use "AND delta" and assign values 3 and 1 to 'delta' variable. The reason for this is because the division operation is done with successive subtraction, and once FRAME reachs 1500 it takes more than one frame of video to do a "big" division. The idiom SPEED = $20 could be interpreted like this: you are assigning the speed 32 to a "thing", let us say for #x and #y (we need 16 bits for big values, also put the statement SIGNED SPEED at the start of your code) Let us say that in each frame you add SPEED to #X and #Y, also let us say that you want to move #x and #y for a pixel each frame. So 32 is equal to one pixel per frame. We need to convert this #X and #Y variables to the real pixel coordinates, so we use this code: x = #x / 32 y = #y / 32 And then we can use the result values for positioning the sprite on screen. The beauty of this is that now we can modify SPEED to be anywhere from $01 to $40 and it will move in different speeds very smoothly! And also can be a negative value to move in reverse.
  7. I think IntyBASIC comes with the example game IntyPac that moves pseudo-ghosts in a maze. Basically when the enemy is aligned on the 8x8 grid you read the cards in the four directions (up/down/right/left) and choose the one getting you near the player.
  8. Haha, Mozart composed great melodies at young age, I was still doing bad games
  9. My boot sector games books have helped many people to learn x86 assembly language for the first time in many years. Unfortunately the x86 field is vastly different from IntyBASIC, so I wouldn't recommend them for enhancing your IntyBASIC comprehension. However if you show fragments of the code you don't understand I'll be happy to clarify it or give you an idea of how it works.
  10. That's right Well, I didn't saw that interpretation!
  11. And now available the remake of the game as I imagined it. (ROM download available at same page)
  12. Hi all. Just a few days ago I saw my old notebook in the corner for the nth time, In it I have took note of my first Z80 assembly language game, about a Karateka, written in 1988 when I was 9 years old. Not the most beautiful game in the world, and embarrassingly simple, but it gave me impulse to get into assembly language. I've ported it also to MSX and Colecovision just for the sake of watching it working again. Enjoy it! https://nanochess.org/notebook.html
  13. The utility uses Signed 16-bit PCM encoding, monoaural. Probably it already is sounding but you need to turn up the volume of your computer to the max. Use the Audacity, Effect-Amplify option to increase the volume of your wave sample.
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