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First Spear

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Everything posted by First Spear

  1. It would be cool to see all of the ECS info in an "Ultimate ECS page" linked to by the BSR and Intellivisionaries site. Something permanent that anyone can refer to, so when these ECS questions come up there is a (permanent) single version of the truth to hit...
  2. I would appreciate seeing something, maybe a year plus a day after the release, of all easter eggs/etc online. Something to rekindle game interest after it's been out for a while.
  3. Received mine yesterday. I just stopped drooling like 2 hours ago. Excellent work! Too bad Intellivision Productions didn't have "it" to make these. They are a mass-market winner.
  4. I think it is easier to just say Tropical Trouble is at the bottom. All of the rest are awesome and so different...
  5. I definitely get what you are saying. I respect the market forces that make some stuff more expensive than other stuff. However... Check out this post from way back: http://atariage.com/forums/topic/198812-the-official-intellivision-serial-number-database/page-13?do=findComment&comment=3075273 I have an Intv II unit that was evidently part of a run that would not physically take Christmas Carol in the cartridge port. Luckily I had another console from an eBay auction left over (I bought it for the extra controllers this was pre-Flashback) part of a different manufacturing run I guess and CC fit and it played. Unit #1 is now out of here. $20 sunk cost. If unit #1 was modded for video and CC didn't fit I would have been pretty irritated since the cart is worth way more than the console. Then I'd have to buy+mod a whole different unit for way more than $20. I am momentarily stuck because i got a new TV with no coax-in, only HDMI and component and VGA. But I want to reduce my risk by not/relying on a console that may or may not work for me in the future. You are definitely right about things that people want will be available/cheaper than things they don't, but I'm not willing to say that is "best". I'll ruin a Henry Ford quote, "if I made the Model T based on what people knew about and wanted they would have just asked for a faster horse" or Steve Jobs "sometimes people don't know what they want until you show it to them". If an inexpensive plug-n-play gizmo that required no soldering of existing (ancient) hardware was around, I think would beat DIY mod alternatives. However, internal mods are made by enthusiasts and for enthusiasts, so I guess that's that. I'll be buying one of those $100+ external boxes I suppose.
  6. Voting is now open. The management body changed the rules for submitting any name, but what they do have available are pretty good (but not as good as "Tarmin"). http://goo.gl/vxsXp3
  7. I would rather have a cheap box that I can connect to my Inty. The hardware is 30+ years old, and making a mod to something that will break in other ways does not appeal to me. Not an ugly VCR with a low WAF, but something small and functional that converts the RF signal to Component or VGA or even DVI.
  8. Hey all. With the below program, can someone help me understand some stuff: 1. How to use the SPRITE command to overlay bitmap "yes" on top of bitmap "no", setting both in Double-Y MOB mode, so they look like a high resolution, two-color item, fitting into a single tile 8x8 space. 2. How to use the PRINT command to place bitmap "maybe" on any card on the screen? showing and placing ROM text is cleanly explained in the IntyBASIC manual, but I am not making the mental leap on how to do the same with an 8x8 graphic unit. The line "PRINT AT 200,$19D9" puts the bitmap in tile #200 but I don't understand how that relates to "DATA $007E,$007E,$003C,$0018". Thanks! REM Command: intycolor -b -o60 -s0000 -p yes.bmp yes.bas yes REM Command: intycolor -b -o62 -s0000 -p no.bmp no.bas no REM Command: intycolor -b -o59 -s0000 -p maybe.bmp maybe.bas maybe REM Command: intycolor -b -s0000 -p myback.bmp myback.bas myback REM stub for showing image MODE 0,0,0,0,0 WAIT DEFINE 0,16,myback_bitmaps_0 WAIT DEFINE 16,16,myback_bitmaps_1 WAIT DEFINE 32,3,myback_bitmaps_2 WAIT DEFINE 59,1,maybe_bitmaps_0 WAIT DEFINE 60,2,yes_bitmaps_0 WAIT DEFINE 62,2,no_bitmaps_0 WAIT PRINT AT 0,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 PRINT AT 20,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 PRINT AT 40,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 PRINT AT 60,$0000,$0000,$0000,$0802,$080A,$0000,$0000,$0000,$0812,$081A,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 PRINT AT 80,$0000,$0000,$0822,$082A,$0832,$0000,$0000,$083A,$0842,$084A,$0852,$0000,$0000,$0000,$0000,$085A,$0862,$0000,$0000,$0000 PRINT AT 100,$0000,$0000,$086A,$0000,$0872,$0000,$0000,$087A,$0000,$0000,$0882,$0000,$0000,$0000,$0000,$088A,$0892,$089A,$0000,$0000 PRINT AT 120,$0000,$0000,$08A2,$0000,$08AA,$08B2,$08BA,$08C2,$0000,$0000,$08CA,$0000,$0000,$0000,$08D2,$08DA,$0000,$08E2,$0000,$0000 PRINT AT 140,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$08EA,$08F2,$067A,$08FA,$0902,$0000,$0000,$090A,$0000,$0000 PRINT AT 160,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$084A,$0912,$0000 PRINT AT 180,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 PRINT AT 200,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 PRINT AT 220,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 WAIT PRINT AT 0,$19E6 PRINT AT 20,$19EE PRINT AT 2,$19F7 PRINT AT 22,$19FF PRINT AT 200,$19D9 loop: GOTO loop ' 35 bitmaps myback_bitmaps_0: DATA $0100,$0C07,$1008,$4020 DATA $8000,$4040,$4040,$4040 DATA $0100,$0C06,$1010,$4020 DATA $18F0,$0808,$0404,$0202 DATA $0000,$0000,$0000,$0100 DATA $4040,$8040,$8080,$0080 DATA $4040,$4040,$2040,$2020 DATA $0000,$0000,$0100,$0201 DATA $4040,$8040,$0080,$0000 DATA $0101,$0101,$0000,$0000 DATA $0000,$0000,$8080,$4040 DATA $0000,$0000,$0000,$0300 DATA $0000,$0000,$0000,$C000 DATA $0101,$0201,$0402,$0404 DATA $2020,$1010,$1010,$1010 DATA $0404,$0808,$1010,$4030 myback_bitmaps_1: DATA $4040,$2020,$1020,$0810 DATA $0C04,$1010,$2020,$4040 DATA $1820,$0404,$0102,$0001 DATA $0000,$0000,$0000,$8000 DATA $0804,$0808,$1010,$0000 DATA $0408,$0202,$0101,$0000 DATA $0000,$0000,$0000,$3FC0 DATA $0000,$0301,$0C04,$E010 DATA $8040,$0000,$0000,$0000 DATA $0408,$0404,$0202,$0202 DATA $0000,$0101,$0201,$0402 DATA $8080,$0000,$0000,$0000 DATA $6040,$2020,$1010,$1010 DATA $0101,$0000,$0000,$0000 DATA $0000,$4080,$2040,$0718 DATA $0000,$0300,$300C,$00C0 myback_bitmaps_2: DATA $3008,$00C0,$0000,$0000 DATA $0808,$0404,$0202,$0302 DATA $0000,$8000,$4080,$0000 yes_bitmaps_0: DATA $FFFF,$0101,$7D7D,$4545 DATA $5D5D,$4141,$7F7F,$0000 no_bitmaps_0: DATA $0000,$FEFE,$8282,$BABA DATA $A2A2,$BEBE,$8080,$FFFF maybe_bitmaps_0: DATA $007E,$007E,$003C,$0018
  9. I have taken Intellivision game inspiration more than a few times by looking at games from the era on other platforms. There is a lot of Inty potential and altogether not *that* many games...
  10. This looks really good, you made a lot of progress, quickly! Based on some past posts in this forum, I am not sure if it is "better" to use 16-bit variables or 8-bit ones, so you might not have to limit yourself to an 8-bit variable because you think your data structure will be small.
  11. Man, those folks are slow. Their page has said things will commence in August, but I still don't see an option to name a distant planet "Decle" or something. The Name Exo Worlds organization seems to be as organized as most others...
  12. The use of "asm string" is interesting. Why did you chose to do things that way, instead of any other? I'm always looking to learn new angles... Thanks.
  13. Count me in. USA. ...Always ready to follow anything Freeweed/Freewheel does...
  14. Knowing what I know about Inty graphics (which goes up only 1% each time I re-read the wiki), I'm not sure how fun it would be. From a high level, there is a default of 8 single-color sprites (there are several other rules and vagaries but that's basically it). Robotron gets wild with the number of moving objects in short order. There are things that could be done with background tiles to make them appear to be sprites, but when there are supposed to be 50+ things converging on your hero at the same, I think it crosses the line of platform capabilities. As always, I love to be proven wrong on this kind of thing!
  15. I played this on the Apple // a lot, and the game is not really a "twitch" fighter like the Street Fighter series. It is more "control choreography" than other beat-em-ups. The action is not lightning fast, but the timing has to be accurate or you will lose your head.... I could imagine tapping or rolling the disc in conjunction with a top side button for a sword stroke or no button to move/jump. To keep it multicolor, I could imagine needing 3 or 4 MOBs for each barbarian (or some wild BACKTAB hacks for the players heads since they don't need to move like the rest of the body). https://youtu.be/prGFUoDOVZA?t=118
  16. This would definitely push the graphics capabilities of the hardware, and also require some kind of Rev/DZ Intellivisijitsu* to get the control right, but... I think it would be fun. Two barbarians square off with swords, using one of 10 moves that a player sequences in real-time to would and kill opponent. And of course there is the one-hit-instadeath decapitating stroke. There is nothing like it on the Inty platform, and it would be (adult) fun. Add Intellivoice support to play very short waveforms when major events happen, and it's a winner. I am copyrighting that term.
  17. Port.. How about "Pooyan"? I made several posts with a title that begins "Wishing for a..." If you feel like trying your hand at any of those graphics, I won't complain.
  18. It might be good to have a modern (Windows) screen saver that is an Intellivision game playing itself, or is canned gameplay saved in a small format that just ran in a long loop. I found the thing from 2006, and also the B-17 one, but no way I'm installing either on my Windows 10 setup.... All real ideas appreciated. Thanks!
  19. Schedule, shmedule. Somebody please get me a new podcast. I don't care if it's only been a few weeks since the last one.
  20. Source code for inclusion in the samples directory of the next IntyBASIC release?
  21. Hey all. I am creating a large program in IntyBASIC, and after it compiles and I feed it to as1600 like this: as1600 -o "mybas" -l "mybas.lst" -j "mybas.smap" -s "mybas.sym" "mybas.asm" I get the text below. However, I don't know what to fix, there is no other feedback on-screen. ERROR SUMMARY - ERRORS DETECTED 1 - WARNINGS 0 What logs should I check, etc to understand where the problem might be? Thanks.
  22. Great list, none of them take a ton of learning cells to understand how to play, and don't need area silence, both factors that matter in a 'con. Depending on Rick's cartridge stock, I might suggest adding-in Football or Baseball because they are "iconic" and sports were key titles for anyone not familiar with the system. Also, Tron Deadly Discs because it has a short learning curve; I originally thought AD&D Cloudy Mountain but you need quiet and is a little more cerebral. Rick, if you are bringing boxes to display on/around the setup, having something like Tron Discs might also attract eyeballs because of the movie.
  23. Hey all. I had to switch around televisions and now I only have a DIV with L/R "RCA style" audio connector for my Intellivision. Can anyone recommend a way to get my Intv II hooked up? Copter Command can't wait! Thanks.
  24. Since we are a little low on strife in this part of the AA forum, should I say that vim is the best way to do everything over emacs, or should I wait until next week?
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