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hlabrand

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About hlabrand

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  1. I'm not 100% sure of what's going on here because I don't understand what the interpreter does. As far as I know, the parser is supposed to "process the input", then "recognize the words" (take a word, find it in the dictionary, match it with the corresponding word/token), then look to see if this corresponds to a line in the grammar. I believe the "process the input stage" is where stuff like "take key. open door with key" or "take key then open door with key" gets transformed in the right format. (But I can't remember if it's the parser or the interpreter that does this...) I have a vague memory of a technical difficulty that can occur if you type "ask Ms. Belgrave about butler" in the Infocom detective games, because the "." is not a command separator then, but I don't know if it's the interpreter or the parser that is in charge of fixing that. (But maybe the period shouldn't be deleted in that case? I don't know) You might want to use "Deadline" or "Witness" to test if anything was broken. Sorry, I'm not very helpful!
  2. Hi! Thanks for your reply! I tried this and it didn't help. (I think the program writes directly '\r', without asking the "nw" parameter or defining its own) I asked on another forum, and someone just compiled it with the original termcap library, and it just... worked. It didn't work for them either when they used the "termcap" library in ncurses, but using another one (an older one? I think? I don't know), it worked. The moral seems to be "TOS doesn't like ncurses" (apparently, it always worked on MiNT). Thanks for your help. I'm just relieved it works now
  3. Hello everyone, I have a bit of a puzzle for you, if anyone could help me I'm trying to compile a program called JZIP 2.1 (jzip.sourceforge.net), which is an interpreter that runs text adventure games in the Infocom format. The code is C, and there is Atari ST-specific code in there. It does not compile out of the box, but after a few sensible changes, it compiles. However, when I launch the program on an ST, all the output happens on the same line, that just keeps erasing itself. This, I was told, suggests a termcap issue. The program has a built-in fallback if no termcap is defined, and uses a "basic default Atari vt52" in that case. An earlier version of the program, JZIP 2.01f, has been compiled; unfortunately the person who did it has since lost the source and cannot remember what they did back then (1995...). All I have is a changelog, which states among other things: "- Termcaps weren't set up properly, if you didn't have them. Fixed." This suggests that the termcap definition on line 186 of the attached file "atariio.c" was wrong somehow. I don't know much about vt52, termcap, or Atari ST programming actually. Is someone able to see what is wrong in the termcap fallback, and recreate the patch? (To get a successful compilation, download the source from jzip.sourceforge.net, then download the 3 attachments below and use them to overwrite files. If you want to test it, run the .ttp program on this file, which is Zork 1 (in the public domain).) Thank you so much in advance, I'd really appreciate being able to figure it out and compile the program correctly atari.mak atariio.c ztypes.h
  4. Hi all! Thanks to @InsaneMultitasker I updated the TI-99/4A package available at https://hlabrande.itch.io/tristam-island-demo. The game can now be played on a Geneve, and also in 80col with the F18A video upgrade. Have fun!
  5. Here's a tiny one, a minimal game written in PunyInform (23.6kb) minimal.z3
  6. Thank you both for your support! @youxia yes, it is because of the disk medium. AFAIK it's because there needs to be random access (so you can go anywhere on the map) so it'd need to be all loaded in RAM, and it's over 128kb... There might have been a way by splitting the game in several parts, but it's too rigid and complicated to make.
  7. Thank you both for the support! @MasterMotorola : oooh, a fellow calgarian! I sent you a PM
  8. Hello everyone, I am working on a retro text adventure called "Tristam Island", which will be released on 34 platforms, including all Atari 8-bit computers and the Atari ST. (I'm cross posting this in the Atari 8-bit forum, let me know if this is bad form...) I released a free demo a few days ago at hlabrande.itch.io/tristam-island-demo. It's about 90 minutes of gameplay (~1/4 of the game). After a plane crash in the middle of the Atlantic, you wash up on the shore of a deserted island - which, as it turns out, was inhabited decades ago, and holds many secrets... If you like the demo, or want to support the project, you can preorder the game at hlabrande.itch.io/tristam-island ; the full game comes out on November 20th. Let me know if you have any questions! And feel free to post pictures of it running on real hardware, I always love to see that Thanks!
  9. Hello everyone, I am working on a retro text adventure called "Tristam Island", which will be released on 34 platforms, including all Atari 8-bit computers and the Atari ST. (I'm cross posting this in the Atari ST forum, let me know if this is bad form...) I released a free demo a few days ago at hlabrande.itch.io/tristam-island-demo. It's about 90 minutes of gameplay (~1/4 of the game). After a plane crash in the middle of the Atlantic, you wash up on the shore of a deserted island - which, as it turns out, was inhabited decades ago, and holds many secrets... If you like the demo, or want to support the project, you can preorder the game at hlabrande.itch.io/tristam-island ; the full game comes out on November 20th. Let me know if you have any questions! And feel free to post pictures of it running on real hardware, I always love to see that Thanks!
  10. Uh... you know, I think it's just habit actually. I did it like that the first time and it worked, and I've never tried to do it differently lol. Would it be LOAD and then the interpreter file name? And I should write the name of each file in the manual just to be clear? As for the F18A 80 col interpreter, I have a note somewhere in my dev folder that says "closer to release, ask InsaneMultitasker on AtariAge about the F18A 80 col interpreter". So I guess I forgot to do that... Oops. Thanks for reminding me! I hope you enjoy the demo
  11. Hi all! Today I released the free demo for my game "Tristam Island"! You can find it here. It's about ~90 minutes of gameplay (the final game will be 3-4 times larger). If you like it, you can preorder the full game here ! I'm also currently in talks with a publisher for a physical release; we're hoping to have a box that looks similar to the Infocom style :) The demo uses the TI-99/4A interpreter, so it should work in a variety of settings (40-col, 80-col, Geneve, etc). But please let me know if you're having any trouble! And a big thank you to the TI-99/4A community for their warm welcome and their work on the tools! :)
  12. I just noticed: the ":" should be lowered by a pixel, it looks like it's "floating" in the status bar. And thanks for making the transpositions. (And thanks for all that work to you both, of course!)
  13. This looks great! The only comment I have is that you switched the "a with circle" with its uppercase counterpart, and same with "o with a strike" ("Malmo" and "Orsted", "15 A (angstrom)").
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