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SpiceWare

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Blog Comments posted by SpiceWare


  1. Frumpy? Never thought of her that way. Tomboy for sure, but not frumpy.

     

    Marcie is hauling around a laptop - though I guess that's not as nerdy as it used to be.

     

    While I think the scruffy look works, the artist does comment 'Trying to hit a "grunge" look for Pig Pen but I think I need to do more research.'

     

    Yeah - been a bit burned out on coding of late. Can't avoid it at the office, so it get's cut out at home.


  2. I read on his dev page for the game that most people he talked to only played the gauntlet level. I don't know how many people he had play-testing his version, so I don't know if their feedback (or lack thereof) was a contributing factor, or if he just decided only those two levels merited inclusion.

    oooh - I like the trailer. May have to figure out iMovie HD on my MacBook and come up with one for Medieval Mayhem.

    Thanks! Quite a bit more in depth than the "eye candy" review that's currently the only one in the store.

    You're welcome. The game deserves a thorough review. Considering it's already cracked the top 8, you'd think more people would have written about it.

    I thought so too, but figured I couldn't complain as I haven't written any reviews myself :ponder:


  3. Dang, that's hot. I thought I saw on the weather map that the LA area was in the upper 80s?

     

    We've been getting a lot of rain here in Houston, making it cooler than normal. I had my S2000's top down during lunch, normally it only gets dropped in the mornings from late June thru early September.

     

    Thankfully we're not getting as much rain as the hill country(around Austin).

     

    Thanks for the review too. I'd planned to watch it when the DVD was released - might check it out at the theater instead.


  4. It has it's pluses, expecially when you're a 15 year old kid w/no income to buy an assembler. I'm not even sure one was available back then(81).

     

    It also has it's minuses - namely it's very difficult to rearrange code. And figuring out backward branching took a while(hint - Two's complement). Before I figured that out my loops were coded like this:

     

       LDX #$0a
    Loop:  
      do something here
      DEX
      BEQ SkipLoop
      JMP Loop
    SkipLoop:
      continue program here

     

    • Using this method I wrote:
    • a game that was a hybrid BASIC and ML(the ML was used to scroll the screen sideways).
    • 40 column terminal program for the VIC (using 3 pixel wide letters)
    • BBS software for the VIC 20 and the 64. Both were fairly simple routines that intersepted the normal CHROUT and CHRIN routines and would clone screen output to the modem and take modem into and shove it into the keyboard input buffer(both with ASCII translation, if required).

    When I got a C= 128 I picked up 128 Machine Language for Beginners by Richard Mansfeild because it had the LADS assembler for the 128 in it. By that time my programs were getting too complicated to do using the BASIC program method. I used LADS to write Alien Invaders and some rather fancy BBS and term software known as MusicTerm, 64-Net, 128-Net that did music, sprites, character animation, joysticks and more over the phone.


  5. POKE 36866,24

    Say what? Are you saying that POKE 36866,24 will get rid of the left and right borders and give you 2 more characters on each line of the VIC-20's display? I don't remember that-- but it's been so long. I had (still have) "Mapping the VIC," so if it was in there, then I probably knew about it but forgot. :)

     

    Michael

    The VIC let you control the # of characters across and the # of rows of characters. The built in display routines would scroll weird if the screen wasn't 22x23, but your program could work around it by going directly to memory instead of PRINT/CHROUT.

     

    You could also set the characters to be 8x16 instead of 8x8. There was no hi-res graphics mode on the VIC - instead you used the 8x16 character size and filled the screen up with a unique character in each location(at the 8x8 size there were not enough characters to fill the screen to do this). I used this with a 3 pixel wide font to write a 40 column terminal program for the VIC.

     

    More info here:

    http://home.freeuk.com/fpgaarcade/resources/6561.txt


  6. Sweet! I got started on a VIC. I didn't have an assembler so I'd code it in with BASIC program and a bunch of data statements.

     

    10 m=7*1024 : rem were in memory to put the ML program
    20 read a: rem get next data statement value
    30 if a = -1 then 70: rem -1 means we're done, so skip ahead to line 70
    40 poke m,a: rem put the data statement value into memory
    50 m=m+1: rem point to the next memory location
    60 goto 20: rem loop back to process the next value
    70 sys 7*1024: rem run the ML program
    80 end : rem quit the basic program
    90 data 169,72 : rem lda #'H'
    100 data 32, 210, 255: rem jsr $FFD2 (kernel CHROUT function)
    110 data 169,73: rem lda #'I'
    120 data 32,210,255: rem jsr $FFD2
    130 data 96: rem rts - quit the ML program
    999 data -1: rem we're all done

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