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Posts posted by LASooner
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Other than going through your code by hand to map out paths and loops, does anyone have any tools for analyzing basic code to better visualize it? Perhaps something that takes basic code and generates a flow chart from it?
I've looked online and it seems there are tools that do this for C, Python, Java etc, but nothing for good old fashioned Basic code.
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Just be aware that switch boxes can introduce noise into the signal depending on the quality
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sharing here the label i done for the cartridge
hope you like.Thanks for this game LASooner !
msg-24673-0-12035300-1523746880.jpgversion with cut Lines:
version already cutted:
Awesome, Nicely done!
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The thing to remember about recursive folders is the more you add, the longer your line to load it and save it becomes
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Got mine up and running this is going to be very valuable for quickly testing on real iron without having to make a cartridge image.

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For night stalker, I had the looping heartbeat sound on player 1, and the sound effects on player 2, I set it to play the heart beat when the player spawns, and it just continues through as all sound effects play. Some effects interrupt the heartbeat, but it picks up where it left off when it was interrupted.
good stuff.
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I'm still planning on putting a DSK version out that includes the splash screen before loading the game, but I'm working 12 hour days and weekends on the next Call of Duty, so I haven't had much time to do anything lately.
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I notice having converted sid to midi and also in your conversions, many frequency changes are subtle enough they could be combined into a single line
For example
100 CALL SOUND(16,388,0,185,6)
110 CALL SOUND(16,384,0,185,6)
120 CALL SOUND(33,380,0,185,6)
130 CALL SOUND(16,377,0,185,6)
140 CALL SOUND(16,373,0,185,6)Could be changed to this without much noticeable difference
100 CALL SOUND(97,380,0,185,6)
It loses some of it's funkyness, but saves memory
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It's better than what I got out converting a sid to a midi and a midi to soundlist, thanks for this!
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Shipping confirmation arrived in email

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5 ! HYPA-BALL SONG #4 10 CALL SOUND(116,554,4,277,2,220,30,-1,15) 20 CALL SOUND(116,554,4,370,2,276,4) 30 CALL SOUND(116,554,6,277,2,276,6) 40 CALL SOUND(116,495,4,370,2,246,4) 50 CALL SOUND(116,495,6,277,2,246,6) 60 CALL SOUND(116,466,4,370,2,233,4) 70 CALL SOUND(116,466,6,277,2,233,6) 80 CALL SOUND(116,416,4,370,2,207,4) 90 CALL SOUND(116,416,6,277,2,207,6) 100 CALL SOUND(116,466,4,370,2,233,4) 110 CALL SOUND(116,466,6,277,2,233,6) 120 CALL SOUND(116,495,4,370,2,246,4) 130 CALL SOUND(116,495,6,277,2,246,6) 140 CALL SOUND(116,495,4,330,2,246,4) 150 CALL SOUND(116,495,6,247,2,246,6) 160 CALL SOUND(116,440,4,330,2,220,4) 170 CALL SOUND(116,440,6,247,2,220,6) 180 CALL SOUND(116,416,4,330,2,207,4) 190 CALL SOUND(116,416,6,247,2,207,6) 200 CALL SOUND(116,370,4,330,2,185,4) 210 CALL SOUND(116,370,6,247,2,185,6) 220 CALL SOUND(116,416,4,330,2,207,4) 230 CALL SOUND(116,416,6,247,2,207,6) 240 CALL SOUND(116,440,4,330,2,220,4) 250 CALL SOUND(116,440,6,277,2,220,6) 260 CALL SOUND(233,554,4,370,2,185,4) 270 CALL SOUND(233,554,6,370,6,185,6) 280 CALL SOUND(233,554,8,370,8,185, 290 CALL SOUND(233,554,10,370,10,185,10) 300 CALL SOUND(233,554,12,370,12,185,12) 310 CALL SOUND(233,554,14,370,14,185,14) 320 CALL SOUND(233,554,16,370,16,185,16) 330 CALL SOUND(233,554,18,370,18,185,18) 340 CALL SOUND(233,554,20,370,20,185,20) 350 CALL SOUND(233,554,22,370,22,185,22) 360 CALL SOUND(233,554,24,370,24,185,24) 370 CALL SOUND(233,554,26,370,26,185,26) 380 CALL SOUND(233,554,28,370,28,185,28)
Awesome! Did you do some SID to midi to TI thing?
I'd also like to point out, this is a perfect example of why sometimes it's a good idea to let people know what you're working on
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Quick, get this man a SID blaster card

Yeah, I don't know how much of the song I'm going to be able to do
I tell you something, you certainly impress me. This stuff is good. I like it.
I've noticed also you don't seem to take on easy tasks. There's a lot of stuff going on , there on the screen. Great job so far. I'll be following this.
Thanks, I just like seeing if it can be done with the tools Senior Falcon has given us.
I hope to take another shot at bomb squad when I feel up to it. But this was one of my favorite games I had on the C-64, and it's different enough from Night Stalker to challenge me in different ways. I'm still not sure if I'll have the match timed or first one to 20 wins. But I do like the idea of trying to make this 2 player or 1 player.
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Now that I'm wrapping up work on Night Stalker, it's time to start working on Something else to hold my interest. I've decided to try to recreate HypaBall from the Commodore 64. Kind of Pong meets rollerball with jetpacks
I've decided I like working my s**t out in public, so instead of sitting on it, I'm going to post as I develop it. Should be fun and infuriating to make.
So this is what I've got since Friday of last week.
As you can see I have player 1 movement and sprites defined
ball bounces properly off boundaries and teleports from left to right
Character color shifts to accommodate dark background
Immediate tasks:
Be able to catch the ball and throw it in any direction.
Pause movement for characters not on the side with the ballRegister goal and who scored it.
Get 2nd player functioning
Allow 2nd player to be CPU controlled
Register Foul for holding the ball too long
Penalty kick
Animate Crowd
Sprite Order rotation based on ball position and character priority
Here's the original C-64 inspiration
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you guys amaze me with what you were able to do in 4k. I would be curious to know how all that speech and music was crammed into pong
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I just had a flashback to my elementary school computer class
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I'm making a game that only works with Joystick 3, it's called "Future Use"
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I'd like to see a low profile replacement for the speech synthesizer that uses Matt's pin expansion.
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Yes. The problem there was that somehow an older version of COMPRESS was distributed. That problem is fixed (and was before if only I had used the right file - doh!)
Also some minor improvements to the interface of COMPRESS so it suggests unique filenames for the various sections of VDP memory. The problem you had with sound lists leaving generators hanging is fixed. The problem Walid found with TI-Rex not moving the sprites is fixed. Autocomplete in XB and XB256 can be turned off with F3 at the first prompt. Sound list part of manual should be easier to understand, although the nature of the beast is still a steep learning curve.
Good deal. Guess I need to come up with a new game to take advantage of all this. Thanks Harry!
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Were you able to fix the issue with COMPRESS where you had to capture the full character set in 2 passes and then remove the DATA line with "" in the first set?
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Your bunker appears to be busted
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If you are using any flavor of Basic or Extended Basic, you'll want to use TIdBit, it allows you to program using labels instead of line numbers
http://codehackcreate.com/archives/237
It is invaluable to me in iterating quickly and making wholesale changes in code order.
I set up batch files that run the interpreter and copy the resulting code to clipboard making it easy to paste it into Classic 99.
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Just played it again. Didn't realise there was an attract screen, by the way thanks for the mention on the title sequence, among others. Appreciate that.
I appreciate the help I received from you and everyone during the development, it was the least I could do. And Harry is the man, XB256 development package is the only reason I could get this done.
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I've had my PI waiting for this since Christmas, and was one of the few who got to order one from Arcade Shopper. I'll probably order one of the PEB ones when they get released as well. I love supporting the projects created on this forum and doing stuff I could never dream of with my TI's.
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I've been making video games for over 20 years and take my fair share of critique shots, but this game was all mine, labor of love and an homage to one I cared about. The last few weeks I was putting in long hours working on it, I just really didn't need that feedback at that point. Speed was/is a bullet point issue I was well aware of. It was compounded with the fact that I'm now working 6 days a week, 12 hours a day on the game that pays my mortgage. Don't mind me, I'm just a moody artist.
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Basic Analysis tools?
in TI-99/4A Development
Posted
I program in TIdBit, but I want something that analyzes the flow of a program, to look for dead ends or unused subroutines, maybe identify where the code is checking something too many times in a loop, etc.