-
Content Count
4,006 -
Joined
-
Last visited
-
Days Won
13
Content Type
Profiles
Member Map
Forums
Blogs
Gallery
Calendar
Store
Everything posted by Asmusr
-
This was made in graphics color mode in Magellan using 67 characters.
-
"Flappy Bird" on the C64... now for the TI!
Asmusr replied to OLD CS1's topic in TI-99/4A Development
The final version of Flappy Bird. It has a longer track, decimal score (as opposed to hex), and the program is actually slightly smaller. The source code and graphics files are included. FlappyBird.zip -
Place your fingertip on a key, and press.
-
"Flappy Bird" on the C64... now for the TI!
Asmusr replied to OLD CS1's topic in TI-99/4A Development
I will change the score to decimal and make a longer track in the next version. -
"Flappy Bird" on the C64... now for the TI!
Asmusr replied to OLD CS1's topic in TI-99/4A Development
Perhaps flappygasted is the word you're looking for? Anyway, I had already written the scrolling code, sound player, etc., and I ripped the sprites and music. The most time consuming part was to design the scrolling graphics. The game itself is very simple, the bird just moves in one predefined path (flap and drop) that is restarted every time you press fire. -
"Flappy Bird" on the C64... now for the TI!
Asmusr replied to OLD CS1's topic in TI-99/4A Development
The music is ripped from 'The Mine'. -
"Flappy Bird" on the C64... now for the TI!
Asmusr replied to OLD CS1's topic in TI-99/4A Development
Flappybird.zip I wish you many frustrating moments... -
Just to clarify, when I'm talking about a cartridge release I'm talking about a loader cartridge that requires 32K (but no companion disk, so 'files' are loaded from ROM). I have made cartridges of all my games for myself, and also a 128K 'Scrolling trilogy' cartridge that includes all the games. I think what retroclouds did with Pitfall was an awesome tour-de-force (I have also made a Pitfall cartridge), but even is it was possible I have no desire to go into that much trouble in order to reach a few more people.
-
I think this model might work if someone is willing to invest the time. I don't care much about boxes and manuals myself, but I know they are important to many of you. Send me a private message if you have a proposal. I would find a cartridge release much preferable to a floppy disk release (especially since I don't own a PEB ), but I guess the latter would be much easier and cheaper to produce and distribute.
-
Sorry, I have no plans for a commercial release.
-
My oldest son likes Zero Zap and A-Maze-Ing and not much else for the TI. He's not on this picture, but this sofa is where most of my programming is done, whenever I can squeeze the laptop behind me in between my children.
-
The problem was the jumps. I'm now assuming a jump means the end of a sound list. It will now pick up the music from Alpiner and Pac-Man. I have also fixed a problem with the white noise, and I'm no longer ripping sound lists with two or fewer lines. SoundListRipper.zip
-
That's a difficult question. Do you have anymore information about the other sound lists? I don't know much about the GROM file format. Are there headers inside the file that could break the sound lists in two?
-
Awesome, thanks again.
-
Thank you. For Road Hunter I created the music in the MOD2PSG tracker first and then converted in manually into a sound list (a pain to do). Road Hunter is using a non-standard list format with repeats and calls, which is why it's not picked up by this utility. AFAIK the standard sound list player also supports a jump command (if the first byte of a row is 0), but that's not supported by my tool yet. Problem is that the jump address is absolute, so the sound list is not relocatable, and it's not possible just by looking at the raw files to know where the jump is going.
-
Inspired by an idea presented by senior_falcon, I have written a Java utility to extract sound lists from TI files. To run the program, unzip the attachment and double click the jar file (you need to have Java runtime 6+ installed). Once the program is running, go to the File menu and choose 'Import Sound Lists'. Browse to a directory with TI files and select one or more files to rip. You can choose almost any type of TI file: E/A#5, ROM, GROM, DSK and even zipped files like MESS 'rpk' files. The import should only take a few seconds, and afterwards you should see a list of the imported sound lists. The cool part is that you can also play the sound lists on your PC. I didn't know anything about the Java sound API before, but I managed to piece together a TMS9919 emulator from various files found on the net. If you want to save some of the sound lists, tick them off and choose File > Export Assembly or Export Binary. Right now this is more for fun than anything else, but perhaps I will include sound list editing in a future version? Enjoy! Rasmus 22 Oct 2014: Added the latest version with a few bug fixes (now supports editing). Note 1: The tool does not have its own file format, but you can export sound lists in binary format and import (rip) them again. Just make sure that the last line of your sound list has duration 0, or it will not be recognized as a sound list by the import. Note 2: While editing a sound list, if you enter numbers using the keyboard make sure to press enter before leaving a field or your changes will not be saved. 24 Oct 2014: New version where insert and add rows work. 24 Oct 2014: Version 1.2 validates sound lists before saving, to ensure they can be loaded again. Also allows repeated Insert Row and Delete Row commands. 25 Oct 2014: Version 1.2.1. In the table editor you no longer have to press enter to save your changes. 03 Nov 2014: Version 1.2.2. Sound lists were played to slowly - every row had the duration increased by one. 21 Nov 2014: Version 1.2.3. Imported sound lists ending in a loop caused the player to crash. Loop is now removed. 21 Mar 2015: Version 1.3. Added Wav File export. NOTE 28 Oct 2016: Doesn't always work, to be investigated. 28 Oct 2016: Version 1.4. Added support for Extended Basic CALL SOUND statements. 28 Oct 2016: Version 1.4.1. Bug fixes in XB support and wav file export. SoundListRipper-1.2.3.zip SoundListRipper-1.3.zip SoundListRipper-1.4.zip SoundListRipper-1.4.1.zip
-
Thank you. I don't suppose you have Gerber files as well?
-
Where is the dislike button?
-
Thank you, it's really Windows I need it for.
-
I finally understand how your algorithm works Can you give an estimate of how many tiles you save by this method, i.e. how often is the same pattern used in different offsets? Except for blank -> blank tile transitions I wouldn't think is was very often.
-
In the sample code I made for kl99 (see http://atariage.com/forums/topic/210888-smooth-scrolling/page-11#entry2894640) the scrolling code alone is taking about 10500 clock cycles. You could probably reduce this to about 9000 if you moved the copying loop into scratch pad. However, the technique I have been using in slightly different from yours. You are using 8 pattern tables located all over VDP RAM. I'm only using the first 8K for pattern tables, so I have to split each table into two. This means I either need two maps (one for frame 0-3 and another for frames 4-7) or I need to set the msb of each the byte I copy in frames 4-7. In the demo I'm only using one map, so frames 4-7 take about 18000 clock cycles. I guess your technique is better if you are able to fit your sprites patterns into the top half of a 2K segment. There is also an issue if you want to use disk access, in which case you have to save the buffers in the top of VDP RAM. But all in all it looks like it's perfectly possible to make a smooth scrolling game in C. Well done! BTW, I never had time to follow all the steps in setting up gcc on my own computer, is it possible to zip an installation and copy it over?
-
I will check what I get from pure assembler. It all boils down to the speed of updating the name/screen image table since all the patterns are pre-loaded. I think you're scrolling one pixel at a time, i.e. do you update 3 rows per frame, right?
-
You must have Scroll Lock on for breakpoints to work.
