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Cybernoid

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Posts posted by Cybernoid


  1. Okay, I hacked around the ELEV.BAS file and found part of the problem.

     

    To get the game working, basically do this.

     

    When you receive the "ERROR- 12 AT LINE 26000" on screen, type:

    25450 RETURN
    RUN
    

     

    This basically side-steps the Save Game function, so I am not sure that you can save a game. There seems to be something wrong with the write function of the disk handler of the DOS included with the game.

     

     

    This is the code you are not executing:

     

    25449 REM --- SAVE GAME ---
    25450 OPEN #1,8,0,SF$
    25460 PRINT #1;HUNGRY;",";SLEEP;",";FUEL;",";CH(1);",";CH(2);",";CH(3);",";XCOORD;",";YCOORD
    25465 PRINT #1;EQUIP;",";SOFT;",";CX;",";CY;",";XC;",";YC;",";WEIGHT;",";ITEM;",";ADVICE;",";BRANCH
    25470 PRINT #1;TYP;",";ALT;",";BURNER;",";HIGH;",";VEL;",";VENT;",";VOLUME;",";GIFT
    25475 PRINT #1;TRADE;",";CLUECULT;",";CLUECHIPS;",";CLUECOLOR;",";FLAGS
    25480 CLOSE #1:RETURN 
    

     

     

    Happy gaming!

     

    -C-


  2. Why don't you ask Tom Snyder if he has a working copy. :)

     

    Tom Snyder Productions (about Tom)

    939466[/snapback]

     

     

    Lol - Are you serious about asking him?

    939645[/snapback]

     

    Sure. Just sent him an email. The only dumb question is the one that is not asked. Besides, it is fun to see what replies you get regarding a 20+ year old product. I'll let you know if I hear anything.

     

    It looks like you can still buy a copy of ISOTMAT from gamesplus.com... Don't know how reputable they are...

     

    Atari 8-Bit Games: _EDUCATION - In Search of the Most Amazing Thing


  3. Can anyone name the song that is playing in the background of this demo?

    (The default song from boot.)

    Revenge of Eddie

     

    Depeche Mode I think...

     

    Thanks!

    939513[/snapback]

    It sounds like Depeche Mode but it' it's from a German band called Camouflage and the name of the song is "the great commandment".

    939755[/snapback]

     

     

    Danke! Yes, this was bugging me. All I could remember from the song was "The Great..." You cannot google "the great"... :)


  4. I've been working on my website and moved the Atari lister slightly.  It is now here.

     

    http://www.langesite.com/Atari/

     

    Still working on the de-tokenizer ... actually I should say I still have more work to do on the de-tokenizer.

     

    Bill

    938655[/snapback]

     

     

    Bill,

     

    I don't know if it will help, but I wrote a detokenizer several years ago in PERL. This should get you started...

    detokenize_pl.zip


  5. Anyway... Working together with Matthias on this was a nice little excercise on the cross-platform capabilities of the new cc65 compiler. Uz and the other cc65 people have done a great job.

     

    Perhaps a full ComLynxed version will find its way on a compilation cart in the future  :P

     

    My suggestion is to move all machine dependent code into separate files. And use "standard" interfaces whenever possible.

     

    Cybernoid, could you merge some of the results of our porting efforts to the main tree of Jellybeans? With some fairly small changes we could make Jellybeans compile out of the box on other platforms like Apple, C64, C128, Lynx, Atmos etc...

     

    --

    Karri

    918238[/snapback]

     

    Karri,

     

    Sure. I understand the problems with porting this code. I never designed it (nor released it) to be portable... unfortunately. I released the code thinking that someone would use it for a similar game on the 8bit or even make this one better. So, to see this already well on the way on the Lynx is great.

     

    I will take the code from the Lynx port so far and merge this with what I have, and try to make the main game engine as standard as possible.

     

     

    Great work!!!

     

    -C


  6. Yes, i too think it is working slow, but as i can't compare the Lynx-port to the original i can't say if it's just the joypad-handling which is slow or also the game-engine. Those counters run in the VBL-Handler, and if am not mistaken the Lynx runs with 70 Hz (as the standard setting which can be changed)?

    So the game-engine should run faster than on PAL/NTSC-A8s? Seems to indicate that something in the port isn't implemented properly.

     

    Hmm, the first version of JellyBeans will select between 50Hz or 60Hz, and use the VBI counter. So it doesn't matter if it is running on PAL or NTSC. The timing would be the same.

     

    Yesterday i played about 20 minutes before i had 3 bombs on the screen, i had mastered several bricks before, but i saw no goal which i have to reach?

    --> When does the game end?

     

     

    917912[/snapback]

     

    The game ends like Tetris... when the playfield fills with jellybeans. So, it is currently set way too easy. New Jellybeans should appear often... along with brings and bombs... new jellybeans are suppose to appear at an increasing rate as time goes on.

     

    I am thinking of doing a JellyBeans II, where you have levels to reach... so you remove a certain number of jellybeans and you move to the next level. But, before you go to the next level you have to play a bonus round... I was thinking that maybe during the bonus round you have to match a certain number of patterns in a certain time before going to the next level.

     

    -Chris


  7. WOW JellyBeans taking a life on its own a Jag/Lynx programmer is looking at it he's going more to the lynx with JellyBeans and Dreamcast/GP32 programmer is looking at too!  :cool:

    911989[/snapback]

     

     

    It looks like the Lynx Port is taking off... it is actually playable... even includes the title screen.

     

    Do you know who is doing the Dreamcast port? Website?

     

    Thanks,

    C


  8. Matthias,

     

    This is actually very playable with the emulator speed turned up! Of course, the skill level is set way low... but hey, the creator should be able to play his own game right? Make this so that it drops 3 beans every second and I will have a problem.... :ponder:

     

    Cybernoid/Chris


  9. Hello,

     

    attached is the RAM-based game binary (for BLL or Handy, but i have tested only with Handy).

     

    917742[/snapback]

     

    Great! I had a fun time playing around with this version. I am surprised that something was ported so quickly that is actually half-way playable! Keep up the good work!

     

    It is a little slow yet...but heck my first version of JellyBeans was slow and the graphics were not very good. I expect to see a version that rivals the Atari 8bit version soon! ;)

     

    I was surpised to see the title screen make it in at the early stage... very cool! Adam, would be proud.

     

    -C-


  10. Well, I went back to my sources and wrote a small perl script to grab the character sets and draw them... Of course, the colors are not correct, but this should help to get the graphics started.

     

    -Cybernoid-

     

    char_data0

    post-4398-1124729259.png

     

    char_data1

    post-4398-1124729267.png

     

    char_data2

    post-4398-1124729274.png

     

    char_data3

    post-4398-1124729280.png


  11. But this increase of the colours from 13 to >90 is just used as "eye candy", yes?

    The game would still work with the 13 base-colours?

     

    I am just asking to keep the porting easy, of course it's possible to use

    several tricks on the Lynx to increase the visible numbers of colourshades ;-)

    914799[/snapback]

     

    Hi Matthias!

     

    Yes, this is exactly correct. This is just eye candy, and the game should work just fine with 13 base-colours. In fact each jellybean is just 2 colors so 2*5 + 1 for background is 11 colours. The beans could even be done with just one colour, if needed.... the bombs and bricks reuse the jellybean colors.

     

    -c-


  12. This is fantastic work so far Karri.

     

    I little background on how JellyBeans works on the Atari 8bit may be useful.

     

    Basically, on the a8, I used the 5-color character mode. This mode has 40x25 characters on screen. Each character is 4x8 pixels. However, the horizontal pixel width is equivalent to 2 pixels of the vertical height.

     

    The graphics are defined as characters, and as Karri mentioned each bean is 2 characters wide... so 8x8, but onscreen it looks like 16x8 aspect ratio.

     

    There are 5 types of beans, a bomb and a brick for 7 different items in the playfield. Outside of the game area, jellybeans uses more characters... one for the border, one for the border between names, 4 for the fill bar (shows the number of beans each player has in the game), 2 more for animated arrows to show where the center line is.

     

    The a8, has several interrups that I use. One is the VBI (vertical blanking interrupt), and one is the DLI (display list interrupt). The VBI is used to switch the character set every so often to the next character set. There are 4 character sets... thus the animation is just 4 frames. The whole character set changes the whole screen. The game logic decides when the jellybeans should be removed, and thus changes those characters on screen to different characters that are animated... thus the jellybean removes after being animated and erased.

     

    The DLI happens at the begining of each first horizontal line of each character. That is used to change the colors for that character lines (they are changed every 8 lines). (The DLI intterupt itself, will wait (WSYNC) every line to change colors every line.)

     

    One line on the top is scrolling to the left. This is done by the VBI again. This line is defined to be 256 characters wide. The VBI changes the start position of this line every so often on a pixel increment not a character increment offset.

     

    However, there is going to be one problem, and that is I use player/missle graphic overlays for the jellybean colors. There are 4 player graphics that or together and with the jellybean characters to increase the number of colors to 4*3+1 for 13 colors. Each DLI interrupt causes the number of colors on screen to shoot above 90 in the main playfield... I think that there are more than 100 colors fully on screen.

     

    Hope that this helps some... feel free to bug me anytime! I am working on the big picture of the character set.

     

    Chris/Cybernoid


  13.  

    Could you perhaps provide the graphics in a non-A8-specific format?

    Like BMP, GIF,TGA?

     

     

    Regards

    Matthias

    912472[/snapback]

     

     

    Hi Matthias,

     

    Hmmm, I don't have the graphics in a BMP format. I did them all by hand in the c-code. However, I can do some screen captures and dumps from the emulator to create a character map if you want.

     

    -C-


  14. I just spent 20 minutes to check the sources. The jellybeans.com

    compiles almost out of the box, but when you run it on Handy it crashes

    with an illegal opcode.

     

    The title.c compilation uses conio for communicating with the user and our

    conio lacks these features completely on the Lynx.

     

    The correct way to fix this might be to use the tgi-libraries and

    use tgi_text commands instead of prints throughout the code.

     

    But there seems to be bitmap graphics defined as characters.

    So it may be easiest to make a custom tgi-driver that has built-in

    jellybean fonts instead.

     

    The last problem is rs232 support. The serial driver for the Lynx is

    not written yet. That means that networked play won't work unless

    some nice soul creates a minimal driver for the Lynx.

     

    My estimate is that it might take several evenings to port the

    game to the Lynx. Just compiling it was not enough.

     

    --

    Karri

    912301[/snapback]

     

     

    The title.com is only used to produce a fancy title screen, and allow the player to enter his/her name and select music... but this is not needed to play. Also, the serial stuff is not really needed, so all XIO commands could be commented out for the initial port... In fact, I found a way to optimize and make the serial/XIO stuff faster so I will most likely create a new xio library for release later...

     

    To make it easy, don't worry about title.com or any xio commands. Just my 2-cents. :D

     

    Let me know if you have any other problems...

     

    l8r,

    Cybernoid


  15. Cool!  I spent about three years working on a multi-player RPG style game on the PC in my spare time and since I've put that project on indefinite hold, I've been kicking around doing something similiar on the 8-bit.  I've got some great game-play ideas (I think), but some of them may not be feasible on the 8-bit.  It's nice to know that network play is doable.

     

    I guess your "server" is basically a telnet server?  I'd be very interested in the general design of the system.

     

    911446[/snapback]

     

    Shawn,

     

    Great to hear from you! I know that you have been doing some things with cc65 over at least the last few years, so it would be great to have you on board on this project.

     

    Yes, the server is basically a telnet server... The design is simple enough that you can telnet to the server without the game client, log in and send the underlying commands to download the game map...

     

    It will probably be October or November before I can turn this into an open source project.... but you are definitely welcome!

     

     

    In fact, anyone who is interested PM me; I'll get this project rolling again...

     

    -C-


  16. Thanks a TON cyber, this is great stuff.

     

     

    I am using cc65 a lot myself. Its very good from what I can tell.

     

    *edit*

     

    There's some great stuff in there. Cyber is it ok if I cut some stuff out and add it to some libraries I am building? I'll credit in the comments.

    910216[/snapback]

     

    Yeah, sure, that is perfectly fine. Just give me credit. Can I see your finished libraries? I might find some other things useful. :)

     

    cc65 is great, not a lot of graphics or sounds libraries for the Atari, but if you need something to get you going quickly, cc65 is the way to go. I typically code in C first, then see what needs to be optimized and run faster.. then recode those areas in assembly.

     

    -C-


  17. I've been playing with CC65 for the Atari, and have found few samples that show how to use it for Atari specific programming.  Many samples try and show the cross-platform development advantages of CC65.

     

    I have several more examples of C code for the Atari... will release later.

     

    I hope to put my code out there when I've got something decent up and running.  At the moment, it's just a demo trying to impliment a Gameboy style RPG. (I know...YAZG ;) )

     

    An RPG Demo sounds cool... can't wait for Zelda for the Atari. :)

     

    I'm interested to see how you integrated RMT using CC65.

     

    I will also find the xasm2ca65.pl script most useful.

     

    The xasm2ca65.pl was used to integrate RMT into the code. It is a fairly simple PERL script that works well with RMT xasm, but may need some adjustments to be more generic.

     

    =C=


  18. Very cool. I wouldn't rule out anyone browsing. It wouldn't be too difficult once this is setup to issue http commands to port 80 to a web server and make a simple http parser. Of course most of the web these days needs something much more than simple html... flash, etc... grrr... to view.

     

    Anyway, this is a very cool project. You sound like you know your stuff, I could definitely use your sockets talents on the game server. I thought about using perl as well for the game server since you can easily run it on multiple machines.

     

    I have a Carina II BBS emulator (not nearly finished yet) written in PERL that uses sockets and non-blocking calls... pretty cool. I didn't know you could do these C-type things in PERL, so this was my experiment with it...

     

    Please post about your ethernet project when you can. I am interested in this one!

     

    -C-


  19. Wouldn't it be better to hang it off the cartridge port?  Cart I/O is faster and more efficient than SIO.

    907721[/snapback]

     

    I am sure it would, but there are many readily available Ethernet boards out there that have a serial port on them. I am guessing he used one of these and build the software for the Atari to control the beast.

     

    I am not sure how many boards out there have a parallel, memory or processor interface...though, I did find a few for the CS8900a.

     

    The EDTP Nicki could be interfaced to the Cart Port just like the EE-100 I used, and also there are many "Easy" ethernet baords at this site that have a serial port:

     

    EDTP

     

    I would like to see a Serial to VGA adaptor used in an Atari:

     

    Micro-vga

    VGA-232

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