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First Spear

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Everything posted by First Spear

  1. I got mine... You better get yours... Original Intellivision compositions are not to be missed!
  2. I have looked around for an HDMI or VGA+audio mod for my a intellivision. I never figured out who I had to have sex with to get what I want, so I still have crappy connectivity to my modern TV. Good to know you can get quality output from the CV, options are a little more limited on the Intellivision currently.
  3. Hmmm... I of course have no idea how this would work (wait for JoeZ and Decle to weigh in), but I wonder what it would take at any level to synchronize multiple Intellivisions to do something interesting. Across the cartridge ports, just output on the sound channel through an external mixer, video overlay from multiple systems through a separate video decoder, hmm. I have seen racks of Apple II machines play synchronized music to mimic an orchestra, and there are some efforts out there on the C64 (like the one mentioned recently in Kilobyte Magazine), so naturally I wonder what might be done one our favorite 16-bit console...
  4. Is it time for a new episode? You guys need any kind of help (or donations) to get something new out?
  5. We'll see if Intv Prime can get their game out the door so it can be the second... Anyway, I bought he disc, the music is awesome! Highly recommended!
  6. Sorry. I knew it would be hard for me to explain - if I could explain it well, I would understand it enough to do it. There are 6 objects. Each object has 5 frames of animation. I want to GRAM swap object 0 (tiles 0-4) in a loop, and also object 3 (tiles 10-14) so it appears that there are two objects animating on the screen. I want to then click a button or disc, and randomly replace object 0 with another object, and rotate through the 5 tiles that make the animation. Thanks.
  7. Interesting. Taking this to one more level of depth, is there a workable way to refer to different Labels/tables dynamically instead of hardcoding them by name with VARPTR? This ties in with my other thread/question about "foreach", kind of. The scenario: Having 30 tiles in ROM under 30 different IntyBASIC labels. Tiles are for BACKTAB, not MOBs. First 5 tiles represent "object A" in 5 animation positions, Second 5 tiles represent "object B", etc. Using DEFINE and SCREEN to display tiles 0 and 15 ("object A" and "object D") on two different playfield regions in their first animation positions. During game play, GRAM-swap "object A" 0/1/2/3/4 and "object D" 15/16/17/18/19 using ON FRAME GOSUB. During game play, the animated "object A" and "object D" need to be swapped out with another object at random (B or C or E or F). I want to avoid having many deeply nested IF...THEN statements. I think that will be a performance killer and hard to read later. Instead of doing something like this: if anim=0 then define 44,4 fireg2a:define alternate 23,1,nflame1 ... ... ... I want to do something like this, where the label used in the DEFINE has a dynamically-generated name, so the program can call another function without the name being hardcoded. Is there some VARPTR magic that can be done? DIM #gramTileToShow(2) #gramTileToShow(0) = "A" #gramTileToShow(1) = "D" ... ... ' code is running and then Object B needs to show where Object A used to display #gramTileToShow(0) = "B" ... ... On Frame Gosub Code: ... #newLabelName = "Object" + #gramTileToShow(0) #newLabelNameAlt = "ObjectAlt" + #gramTileToShow(0) if anim=0 then define 44,4 #newLabelName:define alternate 23,1,#newLabelNameAlt ' Now the define would be for "ObjectB" and "ObjectAltB" ' and the words of data for those objects would be used for GRAM swap/cycle. I am of course open to doing this completely differently. In the end, what I really want is a way to cycle a small set of BACKTAB tiles that are visible on the screen, and change that set programmatically so tiles that are not on screen don't have to participate in GRAM change. (I am submitting all of this to Nanochess in case he wants to include it in a future IntyBASIC release in "samples") Thanks!
  8. Thanks, I will that for tables of data. But what about arrays? DIM #myArray(2) for #stepTemp = 0 to #myArray.length ' That is what I need to understand since the ' contents of #myArray will vary from game to game. The length ' of the array will always be 2 or 6 or 8 or whatever, but the ' contents will be in RAM and not ROM like in a table. Thanks.
  9. For what it's worth, and I love to tell people how to spend their own money, would you consider advertising the podcast? I was thinking that something like a banner or full page ad would get you some good "representation" and word of mouth, even if you can't be there. Let every attendee know that you guys are in this thing.
  10. The IntyBASIC manual.txt shows how to read array data with a FOR statement, but it implies that the programmer knows how long the array is, already. What kind of programming needs to be done to read each variable from an array, and stop when there are no more elements? One thing that comes to mind is adding an additional memory value like $FFFF and then test each value and then stop processing when that is hit, but I am not sure that is efficient. How can I mimic "foreach" functionality, or do a FOR statement that stops when the length of the array is reached? Thanks.
  11. I need each of the shapes to change as Backtab, not MOBs, so they will animate. I think that the On Frame Gosub should do some kind of "visible GRAM" search to find the card "img1_cards" and then DEFINE "img2_cards" in its place, and then find "imgx_cards" and DEFINE "imgy_cards" in its place. Then go from "img2_cards" to "img3_cards" and "imgy_cards" to "imgz_cards" and then img3_cards" to "img1_cards" etc. I don't think I want to test all 240 tiles for their DWORD value, I think it should just be some kind of swapping. But I don't see how to start. Can anyone help me get a clue? Thanks.
  12. I can't believe it's almost been a year since this came out. Man I have got to get some free time for what's important.
  13. Hey all. Wikipedia lists the year that each of the 125 was released, but not the month. Inty veterans, what would be the best way to get the release month? And what about the 21st century releases? Thanks.
  14. Thanks. The complete setting I needed was only checking VISB, Y-SIZ2.
  15. I just want to display a full height ROM 8x8 white "P" near the middle of the screen using card 57, I am missing something with my parameter combination - what is it? Thanks. Thanks.
  16. In Color Stack mode, I have something on the BACKTAB displaying fine, and I want to show some of the GROM text on top of it. I was thinking that a good way to do this is to treat the 8 characters I want to show as a MOB so it can go on top of the BACKTAB as foreground. Is there a smart way to do this other than defining the characters I want in code, and then drawing them to the screen separately? Thanks.
  17. Manual.txt says SCREEN label[,origin_offset,target_offset,cols,rows] SCREEN label[,origin_offset,target_offset,cols,rows,origin_width] Allows to copy screen data to video the fastest way. Using only "SCREEN label" copies a full screen 20x12 cards to video. 'label' points to a label inside your program containing the data for the screen, similar to this: my_screen: DATA $0007,$000F,$0007,$000F ' And so... origin_offset is the offset (0-199 or bigger) inside the origin screen target_offset is the offset (0-199) inside the target video screen. cols is the size in columns of your copy. rows is the size in rows of your copy. origin_width is the origin screen width, useful to copy a window of a big graphic screen, like a map or when scrolling horizontally. (if not used, by default it's 20 as in Intellivision screen width) This can serve to displace large elements in video, or to display beautiful graphics screens. Label can be also an 16-bits array for dynamically drawn elements. DIM #cards(4) SCREEN #cards,0,0,4,1 I have two graphic images, each 20x12 cards. I want to show the middle 7x11 segment of the first image in 7x11 of the visible screen, and then show the middle 7x11 segment from the second image. I can't seem to figure out the right syntax to do that - can anyone show working (pseudo)code for this? Thanks.
  18. Or an undocumented feature of upper side button to shift background color and lower button to shift foreground text color.
  19. For those not on Facebook, there was some info posted about a museum's exhibit recently changed for the memory of Keith Robinson. "National Videogame Museum Premiere video view of the new "Respect" exhibit honoring the memory and industry contributions of Keith Robinson. This is 660 Rubik's Cubes being laid into the frame in time lapse. Special thanks to Brian Eiserloh and the kids from SMU Guild Hall for making this process so seamless."
  20. With a 6502 now in the cloud, could a CP1610 be next?! http://www.6502cloud.com/examples.html
  21. I thought that I knew every ]] game out there. Obviously I was wrong, I don't remember seeing that one before... Anyway, it is definitely different, and with some judicious BACKTAB work it could be translated to the Intellivision fairly "clean".
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