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Retrospect

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Posts posted by Retrospect


  1. I would say this is good enough for a cartridge release, it is already better than some of the original cartridge based software.

    Thankyou Am1933 :)

     

    There's just a bit of difficulty to increase on certain screens just yet. Ciro managed to get past the 2nd to last screen and I still haven't gotten past that yet haha


  2. We are very few to own a 99/8 computer, and among the owners, very few have the same configuration: 99/8 computers don't have the same onboard Basic and TI Extended Basic cartridge is not compatible (not compatible on mine) So a 99/8 conversion of your Castle Conquer game will be mainly played via an emulator and not on a real computer. A big lack of interest in my opinion. I think that if you want to add many levels on your game keeping the memory restiction of the 99/4A, you should manage the levels in disk files, so only some level would be loaded in the RAM at a time.

    ok, so the extended basic that is built into the ti-99/8 ... that differs from machine to machine?


  3. Are there any plans to include 99/8 emulation into either Classic99 or JS99er? Some of that 62.5K memory could be very useful along with the 12MHz speed. Of course, the 1st thing I would do is make a conversion of my Castle Conquer game for it. :)


  4. Castle Conquer is being made for Rich Extended Basic. The finished game will have collectable items such as treasure or extra lives. RXB's CALL COINC command makes it much much easier to differentiate sprite collisions and we can easily determine an enemy to a collectable object in just one statement. I've not done so much so far as I'm still wrestling with the Eric In Monsterland project at the moment.

     

    • Like 2

  5. Yeah!! :-)

    I think that the Erik's walking noise isn't realistic, I could even say that it is unnecessary.

    Since this repetitive noise does not slow down the game, it would be fun to replace it by a little music. It's just my own opinion.

    Hi Fabrice.

     

    I noted that the walking noise was a little loud, I've kept it in but made it quieter. As for music, that'll be included as soon as I can get my head around how to do it. And even that could become repetitive itself.

    • Like 2

  6. The VDP Interrupt Timer is at >8379, but it is only 1 byte wide for 256 1/60-second ticks before it wraps around. I am not sure how useful that would be.

     

    The Screen Timeout Timer at >83D6 is 2 bytes wide, but resets to 0 every time a key is tapped. [Edit: It ticks by 2]

     

    Those are the only timers I am aware are built in.

     

    ...lee

    ok , thanks lee


  7. MONSTER3.zip

     

    Here's revision 3.

     

    Eric now makes a sound whilst walking, and when he dies a brief death tune plays.

    There's a short delay still to be put in after he dies but nothing major there.

     

    Eric now appears properly on the final screen (dragon 'n' chasm)

     

    Does anyone know if there's a CALL PEEK i can do to somehow get a variable from a clock timer at all? and if so is there a way to re-set it at each screen? Just thinking of a time-based score without having to use a black sprite that goes from left to right (cos that adds more bytes and will slow it all down too much!)


  8. Oh my ! I love this game ! :-o :-o

    really playable and very nice graphics !!

     

    On real machine and with Joystick i found hard to run and jump, but maybe i have to change kind of joystick :P

     

    Nice Work !! Really !!

    Thanks Ciro :)

     

    Yep - movements on the stick are generally not nice unless 3rd party sticks involved.

     

    Eric can do:

     

    walk back / forwards <left/right>

    Jump back/forwards <up left / upright>

    Jump straight up <up>

    Crouch / duck <down>

     

    Note that on the dragon and chasm screen (yes there's a castle again!) you only have 1 chance per life to jump at the dragon, missing dragon means you slip and fall!

    ;)

    • Like 1

  9. Today i ran into some memory issues on a program for XB/XB256 so it looks like I'm going to have to go back and re-write some code. I tried using XBasher yet it crashed maybe because it didn't like the XB256 code? Anyway, I'm re-writing now and wondering if the TI Faithful have tip such as:

     

    >>> Don't use CALL CLEAR because DISPLAY ERASE ALL saves 5 bytes. <===== Who knew?

     

    I use two-character variable names so there's not much there to save memory..

     

    How about multiple commands on the same line? Is the limit 256 characters?

     

    Any tips you share are appreciated. - James

    If you give some examples of your code, I'm sure someone will point out things that can be done using less bytes.


  10. If i can get my hands on an Xbox360 wired controller and a modern-ish windows machine I will test my theory of XB being able to address MORE than just 4, and -4.

     

    Only reason no one tested it on real iron ever is 'cos TI didn't supply the analog hardware (Idiots)


  11. IMHO the TI joysticks are the worst joysticks ever produced for a consumer product. Sure, the Colecovision and Intellivision II controllers are bad but the TI sticks are simply torturous to use. The whole -4,0,+4 CALL JOYSTICKS scheme is silly too. Lubbock Engineering.

    I know what you're saying, they're a pain aren't they. But that's my point, the commands should be addressing analogue values not just on or off, and the only reason i can think they made the joyst command so complex IS for analog. If only that could be addressed through XB ... it sure doesn't look like it was removed - it looks like you can address 0-7 instead of sticking to -4 or 4 ... but we've no analogue sticks to try it with. Unless anyone has an xbox360 controller with mess / mame in windows! :)


  12. Hello everyone. Just thinking about the joysticks and the 8-way directional commands that come with them ... Extended Basic would be limited to 0,-4 and 4? Why are the numbers done so, almost as though they (TI) were going for analog control by perhaps 8 values or more for each direction ?

     

    Has anyone in assembly (I can't do assembly) tried tinkering with the velocities, are they addressed in the same way?

     

    I did hear something about analog sticks being considered for the 99/4 (Dimension-4 prototype had it, iirc )

    Would have been awesome for parsec - no need for keyboard 1,2,3 shift?

     

    Pictured are a set of wired controllers for the 99/4 and possibly Dimension-4.

    If you look, there's enough "give" in the space between the stick and the outer hole for an analog push.

    post-34058-0-99450100-1484156704_thumb.jpg


  13. Thx :) I like the way the heads turned out, I'm not much of an artist tho lol, don't really like the crawling baby I made and I snagged that spider from somewhere :P

    Ha! I thought that spider looked familiar! Gets everywhere that bloody thing.

     

    A trick I do with that spider, is have 3 different sprites, 2 with legs moving in different ways, the third the same, but shift the sprite down or up by 1 pixel to simulate the spider bobbing up and down..... the 64-character codes are copied from sometimes99er's patterns program (thanks karsten!) to chars 112,116,120 and a little variable, called W, is set to 112 on introduction to the sprites on the screen. Then whenever the player does anything (and inbetween waiting for the joystick action) the spider animated with W incrementing by 4 every time, kind of like this;

     

    1100 W=W+4 :: IF W>120 THEN 1101 ELSE 1110

    1101 W=112

    1110 CALL SPRITE(#1,BABY,16,BX,BY,#2,W,13,100,-16) :: RETURN

     

    This subprogram would keep track of the baby's whereabouts and the spider just animates whilst in automotion .. for other screen it's mapped to an array called A1(xx).

    But you get the gist of the machination involved with it. Great fun. Looking forward to seeing your game in action.

    • Like 1
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