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Asmusr

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Everything posted by Asmusr

  1. Did you try to measure the time of a main loop using a T(XXXX-YYYY) 'breakpoint' in Classic99?
  2. Great, but it doesn't look like you're synchronizing with vertical refresh. I think that would do a lot for the smoothness...
  3. Thank you for the nice review of Road Hunter . I noticed that your screen shots are 320x200, i.e. an aspect ratio of 1.6 instead of 1.33 as on the TI. This makes them look a bit squashed.
  4. Actually, if you can identify sound lists just by looking at byte patterns you could just analyze the raw ROM/GROM/EA5 files - no need to involve a TI-99/4A at all. I would write a small Java program, but you could perhaps also use an advanced hex editor?
  5. Does anyone have a code snippet for the equivalent of CALL FILES from assembler? I understand from the tech pages you need to call a subprogram >16 in the disk controller ROM.
  6. It's amazing how many things the escape-from-the-sandbox trick can be used for, but if I was to look for sound lists I would probably just dump the memory from Classic99 and do the searching and exporting on a PC. Perhaps that's cheating, but it would be much more efficient.
  7. @Ksarul, sorry for nagging but is there any chance you could post those files? I'm thinking of ordering a new batch of PCBs, and they could just as well be 128K.
  8. I've decided to rename it to RAM Hunter. It will track down any RAM and destroy it!
  9. It's peculiar that changing the speed of the emulated CPU should affect screen updating on the host system, but I get the same result. And in System Maximum mode it races ahead like crazy, but still in Normal mode it's seems to have difficulties keeping up.
  10. I have updated the ROM image in post #2 with the new release version of Road Hunter. I have tried it on hardware and it works fine.
  11. Thank you for all the positive feedback and helpful suggestions that I have received while developing this game.
  12. Version 1.0 released, see the first post of this thread.
  13. I looked through the GameBase last night, here are three games that I think should be highlighted: * Freddy (Arnd Russmann, 1985) * Rock Runner (Eric LaFortune, 1990) * War Zone II (Quinton Tormanen, 1991)
  14. If you want to play around with a RPi you can borrow mine. I have never really had time to use it.
  15. I'm still planning to add a few finishing touches: a new font, a pause key, perhaps some small changes to the sprite patterns, but it should all be ready by tomorrow...
  16. Asmusr

    Mr Chin

    You may want to try with a nanoPEB first before investing in a real PEB, see http://webpages.charter.net/nanopeb/
  17. I believe I finally fixed the 'trash coming down the road' bug. The trash was generated instead of oil on levels 1 and 2. I have also made some small adjustments to how you hit the other cars: You more often hit them from the rear (bad) of front (good), but you don't bounce so much when you hit from the side. Download from post #1.
  18. ZX Spectrum counterpart of the nanoPEB: http://www.ebay.com/itm/Brand-new-DivMMC-EnJOY-SD-card-interface-for-the-ZX-Spectrum/181324690449
  19. Yes Pac-Man runs in bitmap mode too. I don't think it affects performance, but it uses more VDP RAM, of course. Note the ghosts' eyes. They are not sprites but character/bitmap graphics. A really nice detail, I think.
  20. What can be the reason Ms Pac-Man is displaying a garbled font when you run it on a V2.2 console using the V22RUN utility (in Classic99)? I noticed the same for Donkey Kong.
  21. Here is the first version of a 128K cart image containing Road Hunter, TI Scramble and Titanium. The 3 games fit on a 128K ROM with just a few KB left. Scrolling Trilogy.zip The zip file contains both an uncompressed version 'ScrollingTrilogy3.bin' that you can open as a user cart in Classic99 or burn to a 128K EEPROM and 'ScrollingTrilogy.rpk' for MESS. See here for instructions to turn a 64K cart into a 128K cart. Note that if you play Scramble in Classic99 with the multi color (F18A ECM) sprites enabled, the sprites in the other games will look funny afterwards - even after a cold reset. This is probably because the hack I made in Classic99 to enable ECM sprites doesn't reset the VDP registers properly. I don't think it will happen on a real console. 22 Feb 2014: Updated Road Hunter to version 1.0.
  22. Are any collections of interesting sound effects in assembly sound list format available?
  23. Sure I would like to see those layouts. I'm working on the 128K cartridge file with my three games. This is quite challenging because the game program files, cart header/loader, and cart file all depend on each other. For instance, if I change the length of Titanium one word, that changes the cart header/loader, which changes the cart file, which changes Titanium (because it has to load data from other locations in ROM), which again changes the cart file.
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