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Everything posted by Asmusr
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I like the 'textures'. But I'm also thinking about how it could be improved. If you limit to 4 or 8 directions and only 32 columns a simple ray-caster might be possible. Then you could see more frames when you move between squares. I don't know from your code how the current algorithm is working. Perhaps you could write a few notes?
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Exactly. Or an XB command CALL FC. What is the use case?
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How important is the "where you left" part to you?
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Images for ROMs, FlashROM 99, FinalGROM 99, manuals, strips, and more
Asmusr replied to OLD CS1's topic in TI-99/4A Computers
Recreating useful source code from disassembly requires a lot of work and understanding. Maybe you should try to develop your game in Extended Basic instead? You can compile it if it becomes too slow. -
Images for ROMs, FlashROM 99, FinalGROM 99, manuals, strips, and more
Asmusr replied to OLD CS1's topic in TI-99/4A Computers
It appears to be quite simple. It has an x-velocity and an y-velocity. Every loop some fixed amount is added to the y-velocity to simulate gravity. If you press up, a somewhat bigger amount is also subtracted from the y-velocity to simulate lift off. For left and right movement you just add to or subtract from the x-velocity depending on which keys you press. The important thing, in order to simulate acceleration, is to change the velocity instead of just setting it when you press a key. -
It's not really sample code - only a proposal for an interface. I don't know what XB-II/ Myarc Ram disk was using for string handling, but I would be interested to know if it's something similar. I imagine my suggestion would be implemented as two components: a memory manager that takes care of page allocation that could also be used by other applications, and a number of assembly functions that take care of the interface between the memory manager and XB.
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Link to the original post. I haven't worked on it.
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https://js99er.net should be fixed now. Just open the disk and save it again.
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I didn't know the index records had to be sorted. I can easily fix that in JS99er.net.
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It's been a while, but have made some progress. The vertical platforms are working (still without sprites), and also teleports.
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It's just an 8K cart.
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In Extended Basic it takes about 10 secs. I believe programs that scroll the screen will spend most of their time in the scrolling routine, so it's not a good comparison of the actual languages.
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Some related links: I remember we discussed 3D engines a few years ago: Living Tomb is a fine example of a "3D maze" game, but I never managed to get very far in the game (can you see your stats anywhere?😞 http://tigameshelf.net/asm.htm (scroll to bottom of page) I also made a raycaster for the TI-99/4A, using the capabilities of the F18A video board. Still hoping to improve that when the F18A MK2 is relased:
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I think the only standard is the one used by FinalGROM 99, which is to set the 4th byte of the cart header to R (or >52). That's also what @Gip-Gip has used, so maybe it's an option in WinAsm99? https://js99er.net emulates this flag, so the binary cart in the VePseu github repository works in my emulator, and also with the FinalGROM.
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You should be able to save some clock cycles by moving two consecutive bytes to the VDP and then clearing a word of the screen buffer with a single CLR *A3+ (start with LI A3, SCRNBF).
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xdt99: New TI 99 cross-development tools available
Asmusr replied to ralphb's topic in TI-99/4A Development
The very latest, 2020.1 early access. But your plugin has worked fine for many years, so it doesn't seems like they change that API often. -
Dungeons of Asgard - game under development
Asmusr replied to Asmusr's topic in TI-99/4A Development
The mystery is: which mystery are you talking about? -
xdt99: New TI 99 cross-development tools available
Asmusr replied to ralphb's topic in TI-99/4A Development
I have a request. In the IntelliJ IDEA plugin, if you type, for instance mov @ and ask for suggestions (ctrl-space), nothing comes up, but once you add a comma after the @ (and move the cursor back before the comma) the suggestions work fine. Is there any easy fix for that? I try to do this (and fail) every time I work with my source code, so it would be a real time saver if this could be fixed. P.S. One of these days I should make a video that shows how easy it is to use IntelliJ IDEA for editing assembly source compared to, e.g., Notepad++ that don't have any of the features for suggesting, renaming etc. -
AFAIK the UberGROM is the only cart that supports multiple GROM bases.
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How does CALL LOAD("DSK.FORTCOMP.BOOT") work? Is the DSR scanning each disk drive to find a disk with the specified name?
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is a long time... He is probably occupied with corona virus now. https://www.hug-ge.ch/medecine-genetique/equipe-du-service-medecine-genetique
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Has the COVID-19 hysteria increased your TI-99/4A time?
Asmusr replied to Omega-TI's topic in TI-99/4A Computers
This poll is combining 'same time' and 'less time' options into NO. I would have chosen the latter if it had been available. For me, working from home makes me work longer hours, which reduces the desire to work on hobby projects in the evening. But I will try to do something TI related this weekend. 🙃 -
Is the audio output stereo?
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Has the COVID-19 hysteria increased your TI-99/4A time?
Asmusr replied to Omega-TI's topic in TI-99/4A Computers
https://medium.com/@tomaspueyo/coronavirus-the-hammer-and-the-dance-be9337092b56 -
FPGA (VHDL) Source Code for V9938 Released
Asmusr replied to Gary from OPA's topic in TI-99/4A Development
Right, sorry, I was just trying to point out that the VHDL code is probably the least of Matthew's worries in the F18A MK2 project. Building new V9938 board for the PEB with modern video output would be cool. But as a drop in replacement for the 9918A, a v9938 wouldn't work, right, because the pin-out is very different?
