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LASooner

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Posts posted by LASooner


  1. Here is a new demo.

     

    It is the first game of the second series of games for my Necco Factory games.

     

    I was hoping to make this all in one game, But I ran out of room. So, 2 sets of games I guess.

     

    In this one, you need to complete rows to remove them... think tetris.

    when all rows are completed, the next level begins. This demo repeats the first level.

     

    I am thinking of giving an optional spotter to help aim. but, that may make it too easy?

     

    Currently named Lots of Hearts. Necco's famous Valentine candy.

     

    Let me know if you like it.

     

    I think you forgot to add it


  2. As does the Indivision AGA Mk2. It also carries SVGA signalling. The DVI data stream does not carry audio, but can HDMI-compatible audio be injected without interfering with DVI signalling? Is DVI-to-HDMI conversion passive adaptation or is there actual processing?

     

    Thanks for pointing out the Sophia. I now want one for my 130XE.

     

    There are adapters that do just that.

     

    https://www.amazon.com/Monoprice-BlackbirdTM-HDMI-Audio-Inserter/dp/B01B5FR7PY/ref=sr_1_3?ie=UTF8&qid=1531107770&sr=8-3&keywords=hdmi+audio+inserter

    • Like 1

  3.  

    CALL LINK("RUNV") starts the program but without resetting any of the Screen2 patterns or character definitions. This lets you chain compiled programs together while retaining all the graphics created by the first program.
    A bug in playing sound lists from EA5 was corrected.

     

     

     

    woah, awesome new feature Harry!


  4. I've estimated that the game now plays somewhere between speed 2 and speed 3 of the original. I don't think I'll ever get it to the equivalent of speed 1 of the original.

    When I was a kid I played the game at the slowest speed, that's probably why my recollections weren't matching the existing youtube clips of the game. When I'm officially through with it, I'll post the source and Magellan files if someone ever wants to take it on.

    • Like 2

  5. I haven't updated the rom image, as I'm having sound issues with it, but I've been hammering away on this thing for a few weeks in the few hours of off time I'm getting, I've increased the speed of the player and doubled the speed of the bullets, currently this is making the hit detection a little less accurate, and I'm having trouble with the Black Robot's bunker busters not doing damage if he shoots up or left. But here is a video of the new speed of the game.

     

     

    When I get the sound issues sorted out, I'll upload a new rom image

    • Like 7

  6. I wanted to try my hand at porting this version of AD&D a few years ago but could not decide how to manage the control situation. For example, with the Intellivision controller you can run one direction and fire in another using the disc and keypad. A keyboard-only approach did not appeal to me. Maybe something like this becomes more a reality with the Rpi / TIPI interface.

     

    http://www.intellivision.us/intvgames/interface/interface.php

     

    I played the hell out of that game as a kid, but I wouldn't want to make it.

     

    Because of the way the joystick interface was matrixed, the intellivision would not let you move and fire at the same time, unless you used both controllers at the same time and the game allowed that.

     

    So for the most part the game was designed for you to stop before firing.

     

    But it could get messy because you need to pick up items, check arrow count, go up the ladder and the side buttons allowed you to run. Some sort of joystick keyboard combo would be necessary regardless if you removed the aiming aspect.

     

    Could be fun problems to solve........ for someone else. :-D


  7. The newly posted YouTube PeteE @ Festwest 2018 presentation video confirms your suspicion regarding Tilda graphics via Magellan.

     

     

     

    Just launched Flying Shark last night for the first time. Excellent!

     

     

    Sent from my iPhone using Tapatalk Pro

     

     

    I couldn't help but notice on the Mac running Magellan, the palette colors don't show up until you select them, that would drive me nuts

    • Like 2

  8. Why is this thread happening? You said your peace the first time. Got it. There are logic flow analyzers for most every other programming language and I was just asking if anyone (not you specifically) had anything like that for Basic, and that makes me some sort of asshole in your eyes, fine. I really wish Airshack had left it alone.


  9. Since I plan to not use the BASIC loader it is not a big deal. I thought about that CALL LOAD and it does work.

     

    Now I have another problem. I am trying to distribute the EA5 copy of the compiled program but it is not working for anyone else. Is it dependent upon any other files? The goal is to make a cartridge image of the program.

     

     

    Are you including the F and G files as well? Because you need to distribute those with the E file. When I compile Night Stalker it creates NSTALKR-E, NSTALKR-F, and NSTALKR-G and if those 3 files aren't in the same directory with one another it doesn't work.


  10. On an old disk I have named XB*TOOLS there's a program called REFERENCE. Others I have are CREF, XREF and CROSSREF. Only two use the same number of sectors on the disk, which means at least three of these are different programs with a similar goal. Save your program in Merge and run it through one of these and get a list that may be just what you're looking for. Another XB program called COMPRESS will shorten and squeeze things down in several ways.

    -Ed

     

    I think I found the first disk, I'll give it a look

     

    http://ftp.whtech.com/emulators/pc99/pc99%20dsk%20collection/Numbered/1900/XB-TOOLS.ZIP

     

    thanks!

    • Like 2
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