-
Content Count
390 -
Joined
-
Last visited
Posts posted by majestyx
-
-
That is some great work! If I didn't know better, I'd have thought it was the Intellivision version, or possibly the Apple ][ version I remember playing way back in high school.
-
1
-
-
-
-
Wow, this has really taken on a life of its own! Great to see the cool ports to both Intellivision and Colecovision. Great work all around~!
-
3
-
-
InfernalKeith hit the nail on the head. 8 years ago people were talking about making a game like this available on the TI, but no one did it:
http://atariage.com/forums/topic/157876-roguelike/
So I used my limited experience and skills with TI XB (this is my second ever XB program) to come up with what I did, with thanks to the original Dark BASIC programmer and Jim Gerrie's port. I've included the full XB listing in my download of the game so people are free to play around with it / improve it / use it to come up with their own flavor of it if they'd like. I wasn't even the one who suggested making a cart of it, as I was just happy to have programmed the game and fill a long empty void in the TI-99 world. I'm making nothing off of it either, as I have no objection to arcadeshopper selling carts of it at his cost. I'm just flattered that people think enough of it to want a physical cartridge of the game.
-
5
-
-
Yes, this level takes some trying and you've found something out that makes it a bit fairer regarding the traps that are all over level 7. With that knowledge, navigate your way through the traps, use that potion (the Y in the lower left corner) wisely and you will get through to level 8 and hopefully the Grail.
-
1
-
-
Like just about everyone else here, nostalgia is the number one reason, but a very close second reason is that it was the computer on which I first learned to program with the help of the excellent Beginner's BASIC book and the handy User Reference Guide.
Like Sinphaltimus, I too was a bit disappointed with my setup, not necessarily the computer itself. And as a teen with very little spending money, there wasn't much I could do with it other than type in programs or buy up the clearance priced software that was quickly disappearing in 1984, provided it was a cartridge or on cassette and didn't require Extended BASIC (yeah, couldn't even afford that, or Mini Memory or Terminal Emulator II, or even the Speech Synthesizer). I would have loved to have done so much more with it back in the day and now thanks to the different emulators/simulators that are available, I can do now what I couldn't do then. So those two reasons combine to make me one happy camper these days!
My only regret is having given away in 2010 a sweet physical setup I had acquired mostly from a huge ebay purchase I scored in the late 90s. Still, emulation takes care of my TI fix along with other systems I've owned over the years, as well as my Amiga fix (which is due to nostalgia once again, but that's mainly for the games, as I never did any programming on it), although I still have a number of those real systems today.
-
4
-
-
Since I realize that not everyone visits the Development forum and as I have completed work on the final version of the game, I wanted to make the announcement on the main TI forum.
The original post in the development thread is here:
http://atariage.com/forums/topic/271679-grail-of-the-gods-a-rogue-like-game-in-compiled-xb/
...and the final version of the game with two 8-level dungeons can be downloaded here:
arcadeshopper and I have been discussing a physical cartridge release of this game. If you would be interested in one, please make a post below and we'll get working on putting together a package for this game. Ciro has already designed a label for the cart which looks mighty cool! It can be viewed here:
Hope you enjoy playing it as much as I did programming it~!
-
7
-
-
I haven't downloaded it yet but I plan to when I have time to spend playing it.
My last game got less than 20 downloads in its completed form. It's an active forum, but not a huge one. You gotta enjoy what you're doing as its own reward, and you should be proud of what you did here, this looks great. I'm looking forward to exploring it.
Indeed, I did it as a mix of two objectives. I saw there were people wanting a Rogue-like game for the TI and I wanted to see if I could actually do something like this. If only tools like Harry's compiler were available back when I owned a TI back in 1983 (and if I only could have afforded the TI Extended BASIC cart, 32K expansion, and a PEB too), I find it cool to see what COULD have been done, especially since it's using the same technology that would run on a machine back then. Regardless, I certainly am happy to have created something that both I and other people can enjoy.
Thanks again for the supportive posts~!
-
1
-
-
Thanks for the feedback, guys.
Regarding the dungeon layouts - yes, I ended up going with static dungeons as I couldn't come up with an efficient process (i.e. one that wouldn't take a long time) to create valid dungeons where there weren't inaccessible locations or wasted space. As I was programming the game, I thought of your exact suggestion of creating a level designer. That can be for another day and another project. It looks like those who have played it seem to like it, but based on the number of downloads to this point, that doesn't look like too many people. It's also a matter of if anyone actually cares enough about it to want a dungeon creator, since it would be a shame to waste time on a project very few people are interested in. Feedback has been pretty limited, but maybe not everyone looks in the Development forum and just may not realize this game is even available.
-
Well, I just can't seem to leave well enough alone, so here is one final version of this particular edition of Grail of the Gods.
Since I still had memory left over, I decided to expand the game to include an additional 8-level dungeon with a higher challenge level than the first one. I've retroactively called the first one DUNGEON OF DOOM while the second one is called FIRES OF HELL. Both are based on dungeons that were used in Origin's EXODUS: ULTIMA III.
I know this will be the final edition since I needed to consolidate the DATA statements which make up the dungeon levels due to running out of memory when trying to run the game. I believe that I've taken care of any bugs that may have been present and am pretty pleased with the play balance of the two dungeons (special thanks to arcadeshopper for testing it out), with DOOM being the starter dungeon and FIRES being a tougher challenge which I'm almost certain you won't be able to complete anywhere near as many times as DOOM. The only spoiler I'll provide is that Level 7 will likely be the toughest of all the levels and will still require some strategy to get through it once you know the layout.
This is not to say I won't revisit this same type of game engine in the future, but for now, I think it's time to move on to another project.
I've once again included in the ZIP file the original Extended BASIC program (GOTGXL) which is far too slow to play except in CPU Overdrive and even that is a bit painful, the compiled program that can be run in XB (GOTGXL-X), the Editor/Assembler version which the new LOADER program creates (GOTGXL-E, -F, & -G), and the entire listing of the XB program in a txt file with some explanatory information at the beginning of the listing.
Hope you enjoy playing it as much as I did making it~!-
3
-
-
While it was MUCH cooler back in 1983, it's still a pretty cool add-on to have and at the going price, I'd say it's worth it. A buddy of mine back in 1983 set up his TI to prank call people using it, with each key corresponding to a word or phrase with which he would carry on a conversation with whoever was his lucky enough to be his victim... for no other reason than to mess with people. Maybe that's why I have such a fondness for it!
-
2
-
-
Am I alone in thinking Super Demon Attack, with it's Phoenix-like mothership, had some pretty awesome graphics for the time?
Loved Return to Pirate's Isle back in the day and eventually (like 15 years later) figured out how to solve it. Typical Scott Adams treasure hunt, but killed a lot of time for me in my youth. You'll probably find my solution to it somewhere on the 'net. The game made use of some neat tile graphics to get the most out of each screen.
TI versions of DK, Popeye and Q*Bert were all really close to their arcade originals. In fact, most of the Atarisoft, Parker Bros. and Imagic titles looked great on the TI.
-
3
-
-
I did find a bug, but you may already be aware of it... When I mis-typed a number into the field during a fort stop, It kicked me out.

It was a mis-type on my part, but a simple error-check would fix this right up.
I am unable to reproduce this with the latest version of the program. Are you using the latest version that I posted here: http://atariage.com/forums/topic/271162-oregon-trail-for-extended-basic-and-updated-version-for-ti-basic/?p=3872773
-
Just added this as the 150th Odyssey² game in my RetroPie! Another cute puzzle/adventure game.
If I can think of any additional screens, I'll be sure to post my suggestions.
-
This is a fun and fast-paced game! Not sure if you ever finished it or if it was released, but it looks like it's a finished game (referring to version 11 on your website).
Thanks again for another game for the Odyssey²!
-
Level 1 is definitely much improved over Super Giuseppe. I actually liked that name, but then again, I also like the song Shaddap You Face by Joe Dolce... so sue me.

Anyway, my guess is trying to fit a meaningful map into the limits of an 8K cartridge will likely be the toughest part of programming this. The latest iteration of the swimming routine looks pretty good for what is possible on this platform. Super Mario Bros. was never one of my go-to games, but for something similar on the Odyssey² would be pretty impressive.
-
This is a really neat puzzle game that plays well to the Odyssey²'s limitations... or should I say knack for games that contain mazes! Regardless, it's again cool to see non-standard characters being used for game graphics and I could see this being an ongoing title with more mazes as you come up with ones that work.
Thanks again for another cool title for this platform!
-
This one appears to be good so far. It's nice to see a unique character instead of the generic built-in "man" that typifies the majority of commercial O² games. Since it looks like the Atari 2600 finished game was at least a novelty hit which saw an actual cartridge release, you may want to continue your work on the Odyssey² version of it.
-
Just in case, if you hit that case, try pressing enter to clear the meta-state (rather than waiting) then press your Y/N key. If that works, let me know and I'll look more closely at it. A similar issue showed up recently for another piece of software.
senior_falcon PMd me about this too and sure enough, after Enter is pressed, it does accept input.
-
1
-
-
Like so many others, it's tough to pick just 10 once I had time to think about it, but here are the games I remember playing the most back around 1989-1996:
Speedball II: Brutal Deluxe
Rise of the Dragon
Stunt Car Racer (which almost everyone who had it seemed to call Stunt Track Racer)
The Hound of Shadow
Populous
Frontier: Elite II
Syndicate
Pinball Dreams and sequels
Rainbow Islands: The Story of Bubble Bobble II
Out of This World
Of course I could name others like Moonstone, Les Manley in Search for the King, the TV Sports series, Earl Weaver Baseball, Street Fighter II, SimCity, Powermonger, Dark Seed, HeroQuest, The Bard's Tale, and even Micro League Wrestling (which was pretty bad but it was cool to see pics of Hulk Hogan and The Macho Man in a game in 1990), but since this is a top 10 list, I won't put these on the list.

-
1
-
-
Here is my latest (final? never say never, I guess) iteration of this game, aside from any new editions (more like map packs) which would be pretty much the same game, just with new maps...if there would be any interest in that.
I recompiled it with some new runtime libraries that senior_falcon was kind enough to send me to fix an issue with the ACCEPT AT command. I also used his updated LOADER program that he posted a few months back. I made a minor change to the exit of level 3 and the corresponding starting point of level 4, plus a change of the way at least one message displayed that I wasn't quite happy with in the previous version. I'm now pretty happy with the final result and hope that anyone who was looking for a Rogue-like game for the TI is now satisfied that there is one.
This program does have an odd quirk when it runs in Classic99. Sometimes (not all the time) when you are asked for a Y/N response to use the ladder or to play again, the program will simply beep at you and not accept or display the Y or N that is typed for up to 60 seconds. I cannot reproduce this issue when running it in the browser-based emulator js99er. It has never done it even once in that emulator after playing through about 5 full games and a few more games where I died before completing the final level. It seems to do it at least once or twice in a full 8-level game in Classic99, so if you are playing it in that emulator (as I do and did while programming and testing it), then just be patient if it doesn't accept your response. It eventually will.
I have included in the ZIP file the original Extended BASIC program (GRAILEB) which is far too slow to play except in CPU Overdrive and even that is a bit painful, the compiled program that can be run in XB (GRAILEB-X), the Editor/Assembler version which the new LOADER program creates (GRAILEB-E & -F), and the entire listing of the XB program in a txt file with some explanatory information at the beginning of the listing.
Have fun~!
-
2
-
-
55 downloads and no comments? Wow! That's a shame! So let me correct that...
This is a pretty cool game once you get the hang of how to deal with the big blue rocket. Love the title screen and the neat little opening animation. The Space Invaders aliens look great too! Would love to see a more true to the arcade version of that game on this platform instead of the old stand-by Alien Invaders - Plus!
As far as difficulty - today's kids might find it too easy, but at my age, I think it's just about right. Not sure how much more programming would be involved in making certain items worth more or less points. Looks like everything scores 3, regardless of what they are.
Once again, thanks for all of your prolific output for this platform!
-
I downloaded this and played it in o2em since I don't have a real Odyssey (and have also been trying to get as many O2 & Videopac games to play in RetroPie) and think it's a pretty cute concept. Reminds me a bit of Atari Adventure with a bit of Smurf Rescue thrown in. I'm guessing there are only a few actual programmed screens since I kept going to the right for about 20 screens after encountering the large P and saw nothing new. Hope you eventually go back to this. Maybe you can come up with something like what David Crane did for Pitfall! with a polynomial counter so that you can get the machine to generate the screens instead of having to program each one.
Anyway, thanks for all the cool Homebrews you've developed for this platform!



Star Wars Millennium Falcon: Asteroid Assault (New Game near completion)
in TI-99/4A Development
Posted · Edited by majestyx
When I read the C3PO quote when the game starts, I thought that after you navigated through the first asteroid field, you'd be greeted with Han's response to that: NEVER TELL ME THE ODDS and then continue with increased difficulty with the next 3719 asteroid fields and should you make it through all of those, you get a ridiculous victory screen. Regardless, looks great!