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Everything posted by Asmusr
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Did you try to measure the time of a main loop using a T(XXXX-YYYY) 'breakpoint' in Classic99?
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Great, but it doesn't look like you're synchronizing with vertical refresh. I think that would do a lot for the smoothness...
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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.
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Thank you, Lee. I will try it out.
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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?
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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.
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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.
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@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.
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I've decided to rename it to RAM Hunter. It will track down any RAM and destroy it!
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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.
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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.
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Thank you for all the positive feedback and helpful suggestions that I have received while developing this game.
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Version 1.0 released, see the first post of this thread.
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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)
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If you want to play around with a RPi you can borrow mine. I have never really had time to use it.
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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...
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You may want to try with a nanoPEB first before investing in a real PEB, see http://webpages.charter.net/nanopeb/
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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.
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ZX Spectrum counterpart of the nanoPEB: http://www.ebay.com/itm/Brand-new-DivMMC-EnJOY-SD-card-interface-for-the-ZX-Spectrum/181324690449
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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.
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Sure, here you are. mspac.zip
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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.
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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.
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Are any collections of interesting sound effects in assembly sound list format available?
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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.
