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Everything posted by Tarzilla
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Looking for a way to learn INTYBasic? One of the ways to quickly get something pretty up on the screen is to use the INTYColor utility included with the newer versions. I have been working on this for awhile, mostly for my own purposes, but here is a step by step walkthru on how to create a screen compatible with Nanochess's wonderful tool. IntyColor Tutorial v1.pdf
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I've had a chance to have a look at your code, you might make things easier on yourself if you used the GOSUB command in your code, kind of ironic that you don't, considering the name of your game... For instance, where you have this: if room=1 then goto maze2 if room=2 then goto maze3 if room=3 then goto maze4 if room=4 then goto maze5 if room=5 then goto maze6 if room=6 then goto maze7 if room=7 then goto maze8 if room=8 then goto maze9 if room=9 then goto maze10 if room=10 then goto maze11 if room=11 then goto maze12 I'd replace it with GOSUB DRAWMAZES and create a PROCEDURE to isolate the IF statements DRAWMAZES: Procedure if room=1 then goto maze2 if room=2 then goto maze3 if room=3 then goto maze4 if room=4 then goto maze5 if room=5 then goto maze6 if room=6 then goto maze7 if room=7 then goto maze8 if room=8 then goto maze9 if room=9 then goto maze10 if room=10 then goto maze11 if room=11 then goto maze12 End You'll have to make maze2, maze3 etc Gosubs as well. Using GOSUB to isolate logical blocks of code will make seeing your game loop and basic flow easier to follow. It will also make it easier when your game is bigger in order to move Procedures into the next available ROM space.
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I could give the code, but it isn't as simple as that. You have to understand the Intellivision memory map. As Nanochess explains: ============================================== The areas you can use for basic cartridge ROM are: $5000-$6FFF (8k words) $D000-$DFFF (4k words) $F000-$FFFF (4k words) So there are 16k words (32k bytes) ================================== Once you pass 16k .bin file size, the JZINTV emulator will stop working (it did for me.) Keep all your DATA statements at the bottom your code. Once you reach the 16k .bin crossover point, put this line before your last data statement ASM ORG $D000 In simple terms, this will redirect your last DATA statement into the next hole in the memory map. Then keep all new DATA statements at the bottom. As you add code to the top, you'll keep moving the ASM ORG statement up. It isn't quite as simple as this but it works for me so far. Mind you I haven't been able to test on a real Intellivision yet so I could be in for a rude awakening
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Trust me, from experience you have a long way to go before you are out of room...You'll run into a hiccup when you pass 16k, but one line of code will get you over that. Unless you are artificially restricting yourself to 16k, the PCB's talked about will handle way more that your current 8k.
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Other things to add since you have lots of room left is death animation, maybe of the octopus swallowing the sub or the sub imploding with the octopus grinning or laughing at your demise. It looks like you are only using 4 of the 8 MOBs, Definitely add some detail to the sub. I'd add a bonus screen every 5 levels where your sub can shoot a bunch of oncoming octopus (or sharks) Put the sub on the left of the screen, let the player move up and down shooting torpedoes to the right. Bring in fast moving randomly staggered enemies. For every 5 you kill get a bonus chance or two to use, kind of like earning extra lives.
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When using the current version of Intybasic this can be done with the DEFINE command in your game loop, just be aware that you have to follow a DEFINE by a WAIT, or it won't work. If you have to update more than one card, make sure the card definitions for two objects are back to back in the card order sequence and DEFINE them both with one command and a DATA statement with two rows of info. For instance define 59,1,seaweed1 define 60,1,seaweed2 wait Seaweed1: Data data $0000, $D67D, $7DAA, $0018 Rem Not real seaweed 1 Seaweed2: Data data $0000, $D67D, $7DAA, $0018 Rem Not real seaweed 2 will not work. Only the last seaweed will be redefined. This will, but each WAIT eats a frame: define 59,1,seaweed1 wait define 60,1,seaweed2 wait Instead you can do this rem Update two cards at once define 59,2,seaweed1_and_2 wait Seaweed1_and_2: Data data $0000, $D67D, $7DAA, $0018 Rem Not real seaweed1 Data data $0000, $D67D, $7DAA, $0018 Rem Not real seaweed2 You may be using BITMAP statements instead of DATA.
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Since Nonners are so rare, the rest of us have to resort to this or similar method. I've been picking away at this for awhile and it could use some more proof reading, but it should help people trying to do title screens (or game screens for that matter.) IntyColor Tutorial v1.pdf
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Or you could use the X Flip and Y Flip features of the Sprites and save the GRAM cards for things like a pseudo 3d turn animation instead of an instant flip CONST MB_Y_XFLIP = $0400 ' x flip CONST MB_Y_YFLIP = $0800 ' y flip SPRITE 0,X ,y,card number Note how both constants have _Y_ in them, that's because the Y (or second parameter) is where you set either X Flip or Y Flip Rem Point the Sprite #0 to its default direction, using GRAM card #59, located at screen location x,y X=10 y=10 SPRITE 0,X ,y, ((256+59)*8+1 Rem Flip the Sprite #0 Horizontally SPRITE 0,X ,y+MB_Y_XFlip , ((256+59)*8+1 This is also where you can size the sprite Again, note the MB_X or MB_Y, it tells you which of the sprite parameters to put the value in CONST MB_X_XSIZE = $0400 ' double size in x CONST MB_Y_YRES = $0080 ' 16 bits in y CONST MB_Y_YSIZ2 = $0100 ' double y size CONST MB_Y_YSIZ4 = $0200 ' 4 times y size CONST MB_Y_YSIZ8 = $0300 ' 8 times y size Flip the sprite and make it double wide SPRITE 0,X+MB_X_XSIZE, y+MB_Y_XFlip, ((256+59)*8+1 or Flip the sprite, double horizontal, 4 x height SPRITE 0,X+MB_X_XSIZE ,y+MB_Y_XFlip+MB_Y_YSIZ4, ((256+59)*8+1 Things got a lot easier once I started to use the constants from one of the samples. (Plus the helpful advice of Nanochess)
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A MOB can be 8 wide by 8 high or 8 wide by 16 high (at a cost of two GRAM cards.) they can also be horizontally stretched 1x or 2x. Vertically they can be stretched 1x, 2x, or 4x. http://wiki.intellivision.us/index.php?title=STIC#Moveable_Objects
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FRENZY question: did the arcade version have music?
Tarzilla replied to Flojomojo's topic in ColecoVision / Adam
I haven't played the Colecovision version in a while, but I believe the home version is missing the arcade levels where all walls are white and reflective. -
FRENZY question: did the arcade version have music?
Tarzilla replied to Flojomojo's topic in ColecoVision / Adam
The arcade original has no music. Source: My original Frenzy arcade game in my basement. The Colecovision tune is nice, many people that only played the Coleovision version note it's absence when finally playing the arcade machine, either for real or in MAME. -
Play the arcade game in MAME or watch some youtube videos of it. This game in it's original form is simple, (it is from 1979 after all.) You are entirely correct. There is no real progression, the point placement doesn't make sense and you could dive onto the same top left pad every time. However, in the original arcade version the plane does randomly change heights as it re-enters from the right and you will be forcefully booted out of the plane after about 20 seconds. Also the randomized movement and placement of the helicopters usually prevents farming a single landing pad as many times the plane will be only a few pixels above the top left "20" point pad, leaving you no time to jump and pull the D cord to hit it. The author has recognized that the original game is simple, hence the mission mode (of which he has only really shown a teaser...) I honestly think very few people will play the Arcade mode after they see the Mission mode.
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ColecoVision Flashback 2 Wish List Ideas
Tarzilla replied to TrekkiELO's topic in ColecoVision / Adam
Add support for Super versions of the games. Also, not having played one yet, does the CFB emulator code accurately emulated the 4 sprites per row flickering issue? I could see it as as a feature for new homebrews if we could have all sprites in a row, not just 4 -
Intellivision Flashback 2 Wish List Ideas
Tarzilla replied to intvsteve's topic in Intellivision / Aquarius
Since it emulator based, I'd like to see a Super INTV addition to the emulator that adds more sprites for new homebrews to use. Adding another 8, 16, or 24 sprites would make a world of difference while still retaining the look and feel. Or get ambitious and emulate the successor to the Intellivision as it was designed. -
I think most people would like to see some screenshots, especially if they can't get to a computer to try it on an emulator or on the real thing for awhile. Looking forward to trying a new game out.
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Try submarine: BITMAP "00001100" BITMAP "00001000" BITMAP "00001100" BITMAP "10111110" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "01111110" And maybe double wide the sprite SPRITE 0,X1+$300+MB_X_XSIZE,Y1+$100,$0807 Another tip is to include this set of constants from one of the examples to make your life easier REM some Intellivision hardware constants CONST BACKTAB = $0200 CONST CS_GRAM = $0800 ' get picture from gram CONST CS_CARD = $01f8 ' gram or grom card number CONST MB_X_XPOS = $00FF ' mask for x pos CONST MB_X_INTR = $0100 ' enable collision regs CONST MB_X_VIS = $0200 ' make mob visible CONST MB_X_XSIZE = $0400 ' double size in x CONST MB_Y_YPOS = $007F ' mask for y pos CONST MB_Y_YRES = $0080 ' 16 bits in y CONST MB_Y_YSIZ2 = $0100 ' double y size CONST MB_Y_YSIZ4 = $0200 ' 4 times y size CONST MB_Y_YSIZ8 = $0300 ' 8 times y size CONST MB_Y_XFLIP = $0400 ' x flip CONST MB_Y_YFLIP = $0800 ' y flip CONST MB_A_GRAM = $0800 ' get picture from gram CONST MB_A_CARD = $07f8 ' mask for picture no. CONST MB_A_PRIO = $2000 ' priority (above/below bkgnd) REM colors for color stack, border, etc CONST C_BLK = $0 ' Black CONST C_BLU = $1 ' Blue CONST C_RED = $2 ' Red CONST C_TAN = $3 ' Tan CONST C_DGR = $4 ' Dark Green CONST C_GRN = $5 ' Green CONST C_YEL = $6 ' Yellow CONST C_WHT = $7 ' White CONST C_GRY = $8 ' Grey CONST C_CYN = $9 ' Cyan CONST C_ORG = $A ' Orange CONST C_BRN = $B ' Brown CONST C_PNK = $C ' Pink CONST C_LBL = $D ' Light Blue CONST C_YGR = $E ' Yellow-Green CONST C_PUR = $F ' Purple rem colors for backtab or mob a CONST X_BLK = $0 ' Black CONST X_BLU = $1 ' Blue CONST X_RED = $2 ' Red CONST X_TAN = $3 ' Tan CONST X_DGR = $4 ' Dark Green CONST X_GRN = $5 ' Green CONST X_YEL = $6 ' Yellow CONST X_WHT = $7 ' White CONST X_GRY = $1000 ' Grey CONST X_CYN = $1001 ' Cyan CONST X_ORG = $1002 ' Orange CONST X_BRN = $1003 ' Brown CONST X_PNK = $1004 ' Pink CONST X_LBL = $1005 ' Light Blue CONST X_YGR = $1006 ' Yellow-Green CONST X_PUR = $1007 ' Purple
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I wondering if it is more a emulator/windows issue. I sometimes get it as well. I have a title screen, an instructions screen, then the game. Sometimes I will press a button on the title and it will go straight thru to the games screen after displaying the instructions screen for a few frames. I have waits in the proper places which should be denouncing the controller or clearing the keyboard buffer. I'll have to try a different emulator. I can't wait until I get my hands on an LTOFlash! device.
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Masters of the Universe - The Power of He-Man
Tarzilla replied to NIAD's topic in ColecoVision / Adam
I concur, but these 3, along with the Intellivsion Blix cart are what I believe were the 4 secret games that GDG was bringing. I don't think it was ever said GDG was bringing 4 secret ColecoVision games. At least that's how I've been interpreting the info based on other posts over the last little while. -
Masters of the Universe - The Power of He-Man
Tarzilla replied to NIAD's topic in ColecoVision / Adam
I'm actually surprised by the lack of trip reports, not just here but around the web. I'm really curious to hear about the Joust with sound. I wish I could have gone. Other than Blix, the other 3 secret releases from GDG appear to be: Failboat (by Peter G) Thirty copies were made and Peter G hand autographed each label prior to the laminating process so that each is it's own unique collectable. Road Duel (by Stephen Smith) Stephen will be appearing at the Good Deal Games and Homebrew Heaven booth throughout the show, signing the back of his cartridges. Rocket Pod (by RHillFake) Rocket Pod is a game where you steer your rocket around and land on the pod. http://www.atari2600homebrew.com/home/cge-2014 -
The CGE exclusive Intv game BLIX is limited to 30 copies
Tarzilla replied to Rev's topic in Intellivision / Aquarius
I'm a little confused as to who is to blame for this sort of thing. I hate hate HATE low run convention exclusives like this, but who developed the game and put it on cart? Was this the much hyped secret game Good Deal Games was bringing? Who signs an agreement with ATGames that limits it to 30 on the off chance the Flashback sells well enough for a volume 2. From the point view of a collector, this whole thing is a recipe for alienating your fan base and biggest word of mouth boosters. -
I think the biggest issue trying to port this over will be the screen resolution. The Intellivision has an effective vertical resolution of 96 pixels. Each playing piece appears to be (at least on the Atari version) 8x16 double wide. We only have 8 MOBs (sprites) even though they can be 8x16 double wide we don't have enough, therefore we'd had to do it with cards. Problem is 9 rows of the board x 16 pixels puts us at 144 (without the text lines above and below the board). So we'd have to go with 8x8 board pieces or make the board bigger than the screen and scroll up and down. <Click to Animate> As you can see by the orange blob at the top of the board screen, we lose a lot of clarity of the piece. Not to mention that we don't have enough colors to represent the squares that change color, though I'm with dithering or some other indicator that could be overcome.
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Actually, it would be cool if came in a box shaped sort of like this: http://wayoftherodent.com/paperarcade/papacman.htm Like the way the Hot Wheels Asteroids car was packaged.
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Wrath of the Shurikens / ''Shuriken no ikari''
Tarzilla replied to retroillucid's topic in CollectorVision
I don't know what you have planned for the rest of the levels but I think it needs more up and down screens. Tarzan was one of my favorite games but I always wanted to go up a screen or two to the tops of the trees or down into some caves instead of straight left to right. Also I'd like to see being able to backtrack to previous screens. For instance: to get to some out of reach object you have to go two screens right, up one or two, back left two screens. The graphics style looks great. I'd love to know where you find the time! -
I signed up but wouldn't it be useful to if we could tell you how many copies we want? For instance I want 3...
