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About Eisengrim

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    Space Invader

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  1. I got Hatari (universal binary) working on an M1 MacBook Air, but can't use my Xbox controller anymore thanks to the lack of drivers on Macos. My PS3 controller works but the fire button is mapped to the Select button on the gamepad. If Hatari can't be configured at the joystick button level, is there a better controller for Hatari on Macos?
  2. OK, I'm at 30 and my AT is 36. I think I'm doing the 'honest' 1 HP of damage then over its DF of 35, whereas at lower levels I was being granted a baseline 1 HP with every hit.
  3. I just finished it on Hard as well. Do you remember how much damage you were able to do to the dragon? I worked really hard to get my attack level higher than its defense level but still only did 1 HP of damage with each hit.
  4. After I finished it the first time on Normal I thought I was done for a while. That lasted a whole day. The next night I started another playthrough on Hard, this time mapping things out on paper. I can't remember when I last spent so much time with an Intellivision game!
  5. Has anyone put together a bestiary for this game? SPOILERS For the most part the enemies scale well - it takes some leveling and purchases to be able to deal with a ghost with one hit, and then on Level 5 they turn from gray to teal and take two hits. I know this is a simplification and that there's a formula for damage and health, but the subjective impression is that these are somewhat tougher ghosts than were on the level above, and that makes sense. A similar upgrade happens to the skeletons when they turn green. However, the brown golems(?) turn magenta and go from taking one hit to taking 6 or 7! Vastly tougher for one level down. I think my character is level 12 and has bought every upgrade possible so far. Should I be grinding more XP before trying to take these on?
  6. My copy arrived today! Great job on the box - the cover reminds me of C64 Telengard. All the materials are top-notch. As for the game itself, it's just the kind of D&D game I always wanted on the INTV. Cloudy Mountain is a great pickup-and-play game, but not much of an RPG.
  7. I'm not the person who's working on Gorf, but I did play around with making the Flagship level as an IntyBASIC project. Maybe it's time to post it over on the programming section.
  8. Sure. When I first launched the game it went to a blank orange screen halfway through the introduction. I reset it and launched again. I got through the intro and then started playing. I tried navigating around with the keypad and when I got to button '3' instead of moving the character I got a garbled black screen. Resetting gave me the same screen and I had to turn it off and on again. I've been able to play successfully since; maybe it was just dust or some other cartridge connection issue. What are the key pad buttons supposed to do?
  9. I got the ROM on my LTO Flash. Wow, what an opening sequence! I played the first level and so far it's so impressive. I was prepared for how good the graphics looked, but the character responsiveness and animation is smoother than I expected. Music is a nice touch, and the sound effects and graphics feel like this group has a real design language going. I did have some glitches that required a reset that I haven't seen on my other LTO Flash games; I'll keep an eye on it. Anyone else have any problems?
  10. I think this is a great idea, please add me to the list for one copy.
  11. Thanks, that helps me understand how it's supposed to work. I'm drawing my screen with data statements, most of which is a black screen with value $0000. What I'm seeing is Sprite 0 will detect with HIT_BACKGROUND if it hits most screen elements other than $0000, but will cruise right through a screen element with value $0200 (a blue block). Is that because the block is considered full of 'off' pixels?
  12. I need help understanding how IntyBasic's HIT_BACKGROUND works. I thought that for any individual screen card, the 'on' bits are the foreground and 'off' bits are the background. When I experiment with HIT_BACKGROUND I get inconsistent results - sometimes a sprite hits what I think of as background, sometimes it doesn't. I've looked at nanochess's Barzack game, where the rooms are drawn with DATA statements, and it looks like HIT_BACKGROUND is detecting the 1s in the data blocks, not the 0s. Can someone explain how HIT_BACKGROUND determines what is really the background, and if it differs in FGBG vs Color Stack modes?
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