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Everything posted by Elia Spallanzani fdt
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ack! i have windows 7, at best.
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is there a beginner's guide to install gcc on windows?
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The Innuh's pyramid
Elia Spallanzani fdt replied to Elia Spallanzani fdt's topic in TI-99/4A Computers
this listing in English can be copied to classic99 and seems to work. Attention, after the verb it is necessary to insert a 2 letter word and then the object (eg take th torch ") Piramide di Iunnuh eng2.txt -
The Innuh's pyramid
Elia Spallanzani fdt replied to Elia Spallanzani fdt's topic in TI-99/4A Computers
thanks mdilling. I am attaching the Italian listing after correcting some errors: it is possible to solve the adventure but the routine that calculates the points does not work. Furthermore, the game demands the article between verb and object, otherwise it doesn't work. I also enclose a first attempt at an English translation, which, however, I cannot copy to classic 99 because it always gives me the error "unmatched quotes". Piramide di Iunnuh eng.txt Piramide di Iunnuh REV1.txt -
The Innuh's pyramid
Elia Spallanzani fdt replied to Elia Spallanzani fdt's topic in TI-99/4A Computers
Yes, I can translate it, but since there is an improved version of the game in c, with English text, maybe it was better to compile that version for ti99: but I don't know how to compile it. P.s. tomorrow I will translate the text of the version into extended basic, if only for historical reasons. -
The Innuh's pyramid
Elia Spallanzani fdt replied to Elia Spallanzani fdt's topic in TI-99/4A Computers
maybe it is possible to use the c source to compile directly the improved version in english for ti99? -
The Innuh's pyramid
Elia Spallanzani fdt replied to Elia Spallanzani fdt's topic in TI-99/4A Computers
Paradoxically, today it is possible to play the adventure in English on many platforms but not on the ti-99. I can translate the text into English, but I can't program or fix bugs. If anyone cares, I can provide a txt file of the listing. -
This adventure was published as a type-in BASIC program for the TI99/4A by Aristide Torrelli (MCmicrocomputer 33, sept. 1984, title "La piramide di Iunnuh", http://www.digitanto.it/mc-online/PDF/Articoli/033_150_154_0.pdf) and then ported to the spectrum and many other: http://davbucci.chez-alice.fr/index.php?argument=varie/innuh/innuh.inc&language=English
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Maybe a silly question, but would it be possible to change a game parameter from within the game? For example, if the character finds a certain treasure, this changes the difficulty of the game (e.g. by saving the game, editing the saved file and reloading it).
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The most used resolution in games
Elia Spallanzani fdt replied to AtariNostalgia's topic in TI-99/4A Computers
An example of Pop animation in a 64x48 screen (13 frames). I found a gif (150x185), I extracted the frames, I resized them with a width of 32 pixels, I saved them individually and merged into another gif. P.S. if you resize the original gif directly, the programs add colors to improve the result and you go beyond the 15 allowed. -
The most used resolution in games
Elia Spallanzani fdt replied to AtariNostalgia's topic in TI-99/4A Computers
Look at the dancers at the end of the "blend" demo: don't they bring to mind the possibility of a low resolution fighting game? A sort of street figter. Using only the silhouettes the game would also have a certain style. It could be called "Japanese shadows" . -
Any news for this fantastic game?
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The most used resolution in games
Elia Spallanzani fdt replied to AtariNostalgia's topic in TI-99/4A Computers
Inspiration for multicolor : -msx, FPS in screen3 (i like!): https://www.msx.org/downloads/mrc-challenges/mega-challenge/05-night-pursuit -msx, FMV in SC3 + music module (dont work with webmsx): https://nopmsx.nl/realmotion/ -msx demo "blend": -
The most used resolution in games
Elia Spallanzani fdt replied to AtariNostalgia's topic in TI-99/4A Computers
In an interview (from https://www.msx.org/forum/msx-talk/hardware/new-tech-info-creator-tms-vdp) Karl Guttag says: "A: [...] The original 9918 was designed for 4K DRAMs because we figured that they would become cheap soon for Video game. Supporting 16K DRAMs was almost an afterthought. But what happened is that 4K DRAMs became so cheap that everyone stopped making them, so all the systems ended up using 16K. I don’t know/remember, but this may have influence the Home Computer designers to use the 9918’s RAM for main memory." "Q: [...] can you discuss why the 9918 has multicolor mode? (Is there a story there?) A: We had the luxury of DRAM and thus a lot of storage relative to previous graphics chips. Unfortunately, as stated above we did not have enough bandwidth to support full bit map graphics. So the other modes were a way to give a compromise between resolution and numbers of colors." -
The most used resolution in games
Elia Spallanzani fdt replied to AtariNostalgia's topic in TI-99/4A Computers
Msx panorama viewer in screen3 (aka multicolor mode): http://webmsx.org/?disk=https://www.msx.org/download/download/2018/05/panorama.zip Msx twinlight http://www.retrosouls.net/?p=972 -
The most used resolution in games
Elia Spallanzani fdt replied to AtariNostalgia's topic in TI-99/4A Computers
https://nopmsx.nl/dotattack/ https://cvaddict.com/profile.php?gameid=46 -
The most used resolution in games
Elia Spallanzani fdt replied to AtariNostalgia's topic in TI-99/4A Computers
Games in 64x48: -
The most used resolution in games
Elia Spallanzani fdt replied to AtariNostalgia's topic in TI-99/4A Computers
I meant a program (like magellan) to draw in multicolor format, and overlay sprites on the image to add details -
The most used resolution in games
Elia Spallanzani fdt replied to AtariNostalgia's topic in TI-99/4A Computers
Maybe the multicolor mode could be used for the images of a graphic adventure or as a splash screen. Is there an image editor for multicolor mode? Where can sprites also be used? -
The most used resolution in games
Elia Spallanzani fdt replied to AtariNostalgia's topic in TI-99/4A Computers
is there a way to have a resolution of 128 x 96 (2x2 pixel) with 16 freely chosen colors? -
Imagine a game like "another world": the microprocessor on the cartridge could calculate the vector scenes based on the keys pressed on the ti99 and send the result to the vdp many times per second, perhaps only the differences between one frame and the previous one in order to use less bandwidth? p.s. indeed, maybe you could even put an emulator on the cartridge and run the games of the msx or spectrum or other computers and "project" the video and sound output on the ti99, making it convert on the fly into the suitable format?
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TI99er's / Geneve9640 Compendium Book
Elia Spallanzani fdt replied to El Cheffe's topic in TI-99/4A Development
"I still never received official license/permission from Texas Instruments to be able to print the book," Why do you need permission? -
With 127 kb/s you can do 10fps fullscreen animation.
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Yes.
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I reduced the image to a quarter to get an idea of what it would look like from a distance. I can redesign each object by doubling the size. I don't have a ti99 and can't open the files you attach.