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Cheung

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Cheung last won the day on May 4 2023

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  • Interests
    Karaoke, Retro Game Programming and general rockin'
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    The geetahr
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  1. I find that just owning a TI99 itself is enough to get women to take off their clothes.
  2. Hey, just wanted to let you know that ti99iuc and I finished up the user manual for Atlantis in case you wanted to add it to the 'Shelf. The PDFs for the manual and cartridge lable can be download on GitHub here: https://github.com/CheungChang7/TI99_HOMEBREW/tree/main/ATLANTIS/DOCS Or you can grab them below. ATLMAN.pdf Atlantis Cart Label with cut lines.pdf
  3. @ti99iuc and I finished up the manual for Atlantis. It can be accessed on GitHub here: https://github.com/CheungChang7/TI99_HOMEBREW/tree/main/ATLANTIS/DOCS Along with the files for the cartridge label. The files can also be downloaded below for convenience. I want to thank ti99iuc for creating the manual cover and cartridge label as well as helping me to get the manual good enough for publication ATLMAN.pdf Atlantis Cart Label with cut lines.pdf
  4. Would shortening the entry point names help to reduce this problem (allow more entry points on the single line)?
  5. No FOR/NEXT loops, only GOTO statements.
  6. So after compiling the XB code using SLCOMPILER and then assembling the resulting text file and loading it into memory using CALL LINK("XB256",1897) (or whatever the number of bytes were) and CALL LOAD("DSK1.PMSFX-O") and CALL LINK("ST2VDP",2) the sound list with memory locations is successfully generated. Calling CALL LINK("PLAY",XXXX) works successfully for the THEME memory location but immediately fails for the next memory location listed (INTRM - the song played during the PacMan intermissions).
  7. Hey all, Sorry if this has been posted elsewhere but I'm working on my new game, Pac-Man++, and have just finished creating all the music and sound effects for it. Like the other games Ive written over the last couple of years, I'm using the SLCOMPILER and COMPRESS programs found with XB256 to generate the compressed sound lists to add to my XB programs. Like every game I've worked on, I've had problems getting SLCOMPILER to generate the sound lists without corrupting them. There's nothing fancy going on with my music and effects - just some CALL SOUND statements and a couple of GOTOs to loop the various gameplay sounds (like the sirens) so I don't know why SLCOMPILER fails to correctly generate the lists. It will generate what seems to be correct data for a few of the sounds clips, like the theme and the sirens, but anything afterwards is hosed up and generates random noises when played. Anybody have any clue as to what might be going on or any tips how to get this thing to work properly? I'm attaching my XB sound code if anyone can spot what might be throwing it off. pm_music.txt
  8. I'll try to make a manual and use your cover.
  9. It's way better than I could have done. I think mixing the IMAGIC and TI styles was the way to go.
  10. Does anyone know where I can find a definitive listing of TI Error codes, particularly the IO error codes? I'm getting an IO error 02 when trying to open a file on (emulated) disk that exists.
  11. Any updates to the 'Shelf? I sent an email to the site a few weeks back pointing to some of the new games like Ghost Busters and Mario Bros that have been posted here on AA. My new game Atlantis is of course available also and it can be found here:
  12. It is indeed compiled XB. Working on Pac-Man++ right now. A few more are in the queue.
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