Jump to content

Asmusr

Members
  • Content Count

    4,006
  • Joined

  • Last visited

  • Days Won

    13

Everything posted by Asmusr

  1. Thanks. You can definitely complete the level, but I agree it's a bit too random how many fuel tanks you encounter, so I will increase the frequency.
  2. Thanks, but the jerkiness and low frame rate of this video is the reason I didn't make my own video. Who can't play it on a computer?
  3. Road Hunter is a racing game where you score points by bumping into the other cars and knocking them off the road! However, you need good driving skills and fast reflexes to avoid ending up in the road side yourself. You also have to make sure you don't run out of fuel. Fortunately you car is equiped with an advanced system that allows you to refuel on the fly using fuel drums that others have dropped on the road. Occasionally even guns may turn up on the road, and these make it easy to clear the road ahead of you. Just be aware that if you bump into other cars while carrying a gun you will probably lose it. It's not all about destruction, you should also attempt to finish the track to collect the bonus (depending on the amount of fuel you have left). But watch out, the next track may be even harder to complete... The game is written in 100% assembly language, and was assembled/compiled using WinAsm99. Testing and debugging was primarily done using Classic99, but it has also been tested on MESS 0.150 and a real TI-99/4a console. To run the game you game either use E/A#3: DSK1.RH, or E/A#5: DSK1.ROADHUNT or use the Extended Basic loader. In any case you need the 32K RAM expansion installed. If you need to run this under emulation I suggest the latest version of MESS, where I have found that the scrolling works most smoothly. Enjoy! Updates: January 19, 2014: First version releases. January 24: New version with 'lives', oil pools, and shadows. January 31: 2nd track added, extended music, fuel bonus, XB loader. January 31: Drums, boot tracking, renamed map files. February 1: Stuck in oil bug fixed? February 9: 3rd track added, extra life every 3000 points, enemy cars collide with each other, more intelligent movement of enemy cars (level dependent), oil spills moved to level 3. February 11: Demo mode added, bug fixes. February 13: Fixed corrupted E/A#5 file in the last release. February 14: Minor bug fixes. February 18: Small adjustments and bug fixes. February 22, 2014: Version 1.0: New font, new gun sprite, explosions, Pause key. The latest version also includes a 64K ROM image (32K RAM required). Road Hunter v1.0.zip
  4. Is there an easier way to extract the MSB and LSB of an address in WinAsm99/Asm994a than this (example from a repeating sound list)? SNDLST BYTE ... ... BYTE 0 BYTE SNDLST/256,-SNDLST/256*256+SNDLST BYTE -1 Note that you cannot simply use: DATA SNDLST because this will be adjusted to an even address.
  5. Every time you insert your nanoPEB CF card into a Windows 7 computer it suggests to format the card. Is there any way to turn this off?
  6. Sorry for nagging, but what is the status of the 512K cartridge?
  7. Just curious about how many relatively active game projects/game developers we have. If you are working on a game please post a short description including the programming language. I'm working on Road Battle (assembler) - a scrolling racing game borrowing ideas from Road Fighter and Spy Hunter. Thanks, Rasmus
  8. Perhaps the BeagleBone Black would be more appropriate than a RPi since it's produced by TI?
  9. There is a 'Look At' function. It's in the character editor toolbar rather than in the map editor toolbar where it really belongs.
  10. I know this is not what you want, but it would be much easier to run an emulator on a RaspberryPi or similar and put that in the box, then find a way to connect the TI keyboard, cartridge slot and joystick connector to the RPi.
  11. You have to press enter after changing the width (W:) or or height (H:) of the map for the change to take effect. If you leave the field with the mouse the number will revert to the old value.
  12. Latest update. Nothing major, but a few annoying issues have been addressed: * Replace Characters dialog now has option for repeating action for the next n characters * Confirmation dialog before critical fill and delete map actions * Empty characters are never excluded from Assembler exports Bug fixes: - Scroll bar refreshed when changing magnification magellan-2.1.zip Magellan_windows_2_1.zip Magellan_windows-x64_2_1.zip
  13. Only "...if you set the address then immediately read the data port, but running with no wait states...". See http://atariage.com/forums/topic/164410-vdp-overrun-revisited/page-2?do=findComment&comment=2038835
  14. If you can overrun the VDP that's evidence that it's faster. We can't do that on the TI.
  15. Very nice. Which type of labels to you print them on?
  16. This is a brilliant technique! I wonder how fast it would run on a TI. Does anyone know how the CPU RAM to VDP RAM bandwidth on the MSX1 compares to the TI?
  17. Isn't a 27c256 a 32KB EPROM? You need 64KB.
  18. Smooth scrolling on the MSX1: http://www.youtube.com/watch?v=2up41-p091k
  19. See http://atariage.com/forums/topic/219172-64k-cart-rom-image-collection
  20. One of my 2 1/2 years old twins came asking for a mouse the other day. It turned out they were trying to switch on my TI and thought it needed a mouse. Needless to say they didn't get very far with their project...
  21. Well, I ran the game in the BlueMSX emulator and made a lot of screen dumps that I carefully pasted together in Paint Shop Pro into a large bitmap. I imported the bitmap into Magellan using the new 'Import Map Image' function and exported the result as an Assembler data file. Finally I wrote a short assembly program to send the data to the VDP one screen at a time. The only complicated thing is that I use two name table buffers to avoid updating the screen while it's being drawn.
  22. After studying the map some more I think it's likely to consist of a number of unique 8 row sections combined in a predefined order. One such section is 'road in the middle with tennis court to the left', another is 'house to the right with road turning right' (there are at least 3 of those) and so forth. I would have to make a program to count how many sections there are in my piece of the map. They might also have stored the information independently for left, middle (road) and right part of the screen as Sometimes suggested, but that would make unpacking a lot less efficient.
  23. It reduces the size to around 60%, we need to do much better than that. The idea of 'meta-tiles' is interesting, but it's not obvious from looking at the map that this methods has been used. I have attached the Magellan file of the part I have ripped (using a tiresome process of pasting screen dumps together) if you want to take a look. Anyway, I would need to be able to extract the data from the ROM if I'm going to port the MSX version, so I would need to know the exact compression algorithm. Road Fighter.mag.zip
  24. The raw speed is not an issue, see attached demo (E/A#3: RF). This is running at 60 FPS, twice the frame rate of the MSX game. RF.zip The problem is memory. I have asked in an MSX forum if anyone knows how the original graphics/maps were packed into a 16K ROM. My small sample alone takes up 11K uncompressed. Happy New Year!
  25. My thoughts are that in order to update the display as fast as that on the TI I think you would need the map uncompressed in CPU RAM as ready as possible to copy to the VDP. This means you would be limited to scrolling around 20 screens before you had to repeat them (unless you used a high capacity cartridge for storage). Are there any examples of similar games on the TI?
×
×
  • Create New...