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Everything posted by TheMole
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Good to know, I had absolutely no idea how to pick an ideal record size for this so I figured a program image might be best, but if worst case scenario you lose 128 bytes, I might just as well take the INT/FIX128 approach.
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Thanks, that'll work for now, but I'll keep looking for a command-line program that allows me to do this (so I can integrate it in my Makefile)
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Having said the above, your demo does look quite smooth. A multicolor nametable is roughly 1.5kb (64 x 48 / 2), right? Are you uploading a completely new one every frame for your demo? Are you getting 60fps with that?
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Well, on the MSX you have Insect's Planet...
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Maybe this is not the right topic, but since this is such a cool tool and Kevan is pushing this whole thread necromancing thing I figured why not... So I've been happily importing the music in Alex Kidd as a simple byte-array defined in a header file, but since this eats into program space I need to do something better. Loading songs from disk seems like the best solution, but since I haven't worked with TI's disk system in any amount of detail ever I'm struggling to find the best way of doing it. How do I convert an .spf as outputted by Tursi's tool into something I can plop on a disk image and read into RAM from disk (efficiently) in my program? Do I turn it into an INT/FIX file with record size 1? Or is there a way to know the (in memory) size of a PROGRAM image before loading it?
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That makes sense, and cool that there will be a second layer! I assume this will allow for parallax scrolling as well then? Maybe I should be directing these questions at Matthew instead, but what does the VRAM layout look like with the two layers?
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Holy crap on a popsicle, that looks effing sweet! Power Strike/Aleste is actually a very good demonstration of why the Master System's graphics were so much better than the NES'. Really underrated system. I really like your remix of the level graphics. So, same question as before: how are you achieving some of these effects? The main scrolling is self explanatory (F18A scrolling registers), but the lower part seems to be done with sprites (when sprites move through it, sometimes they are before or behind the letters)? Do you plan on turning this into a game? Are you remaking the original? Damn, this is really motivating me to get of my lazy ass and finish at least one playable level of Alex Kidd...
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What is your setup? Do you have a PEB, or a CF7/nanoPEB? Sidecar extensions? On a barenaked console there's really no way to set up a bi-directional connection (best I can think of is via the line-out of the Mac to the cassette interface of the TI and using an wav or mp3 player to play back cassette wav files... )
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*cough*
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Might be the dumbest question asked here...
TheMole replied to Plastik's topic in TI-99/4A Computers
Omega's ebay answer seems to be the most common one over here, but depending on where you live you might be able to get one from Stargames (I got mine there, and I think Rasmus did as well): http://www.stargames.be/shop/105-accessoires They seem to always have some in stock, so if you happen to live in Europe you can always get one in a matter of days. If you're in the US maybe you can send them an email to check of they can ship overseas, that will probably be a bit more expensive but I'm sure they'll be happy to accommodate if you're itching to get one Yes, the nanoPeb/CF7 include the 32k memory expansion. Price should be around 60 USD or Euro (without shipping). -
Flappy Bird Solid State Cartridges now available
TheMole replied to arcadeshopper's topic in TI-99/4A Development
I've vowed to myself that to support the community I will buy every new cart that is published by a forum member, so I'll be having one of these as well . I'll be heading to your store as soon as I get home tonight, hope you're not sold out yet by then. -
I gotta say, this has become a very nice, full-featured emulator, and I often use it when I want to run something ad-hoc on a PC where I don't have MESS or Classic99 installed. I'll probably be doing the development of the F18A version of Alex Kidd on it. I have a couple of questions about the accuracy of the emulator though: Apart from the lack of threading and the (likely) slower GPU, is the F18A fully implemented? Is your VDP implementation pixel, scanline or screen based? I notice when running my Alex Kidd project in js99'er that oddly enough the jump physics seem to be a bit off compared to MESS or classic99. Admittedly I haven't tested it on real hardware yet, so it might be entirely my program. Is there a way to run the emulation itself in full screen? Again, very impressive work in such a short amount of time, I hope you keep working on it!
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Very cool, I've never used wine that way before. That said, I'd still prefer a native linux implementation, in source format so that we could compile it to run it on a Pi or other low-cost ARM SBC. Hell, with the proper DSR, the Pi could take up the task of quite the bunch of devices (SD Card drive, RTC, WiFi connected Lantronix alternative, ...)
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It's almost playable with CPU overdrive in Classic99 (Willsy, I don't know about the files Rasmus uploaded, but there's a working version in the gamebase). Besides changing the movement, I would advocate changing the graphics (or at least location) of the sword...
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Consider it followed!
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There is a Google+ group?
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I watched it wrap . Nicely done, can you give a bit more tech info?
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Although I agree with the rest of your post, this statement is not necessarily true. You should always try to understand the reason behind a particular request, it's unlikely that an end-user can come up with the best solution for a given problem, so you understanding the reason behind the feature request could allow you to propose an even better/easier solution. Although all of the above of course assumes that the developer is interested in listening to his/her users to begin with, so the point is probably moot in this discussion.
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I don't see the attachment.
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Command Line for Disk Images available?
TheMole replied to CantStopClicking's topic in TI-99/4A Computers
Okay, good to know, thanks. In the mean time I found a solution to my specific problem: the "disk" program, part of the ti99sim emulator suite, does the job perfectly for what I need. I no longer have to start a GUI program to add files to a disk image, it's all just a simple "make install" away . So no rush, drag&drop support sounds like a nice thing to have, and should be a good step forward for those who prefer to use a GUI program for this. -
Command Line for Disk Images available?
TheMole replied to CantStopClicking's topic in TI-99/4A Computers
Michael, does tiimagetool also support adding importing files into a disk image from the command line? I'm looking for an OSX compatible tool that does this that I can integrate in a Makefile. -
Indeed, -p1 is a single letter command line option and hence needs the dash. Typically with Unix style applications, you need to add a "-" for all command line options that are a single letter (in this case "p") and a double dash ("--") for the long, fully written out version of those options (which in this case would be "strip"). The "1" after the "-p" is the parameter for that option and in this case means "strip 1 level from all directory prefixes". Oddly enough, if you use the long version you need to use an "=" between the option and the parameter, so the long equivalent of "-p1" would be "--strip=1", which is quite a bit more readable. Normally patch takes it's input from the terminal instead of from a file, but by adding the "<" you're basically saying that the shell, instead of asking for keyboard input, should feed the file after the "<" sign into the program. It's all very cool, and very powerful stuff and imho a lot of fun to use and get to know. You can write full fledged programs in bash scripts, and it's not that difficult to learn.
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Uhm, sorry... apparently my Windows machine is on the fritz... I'll have to do a clean build and get back to you on this. I'll try to do it over the weekend.
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Sure, Windows, OS X or Linux?
