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Hi all. I'm about to release officially IntyBASIC v1.4.0 with new features, corrections and enhancements. But before doing it "officially" I need your help to check if your current programs compile with this new version of compiler and post here with your OK. I've been careful but I'm trying not to release version after version because small bugs Thanks! Edit: for some reason I couldn't upload the ZIP here, so find it here https://github.com/nanochess/IntyBASIC/releases/tag/1.4.0 o Tracker allows playing 8 channels of music (using ECS PSG) o Now detects failure of flow control when using GOTO to jump wrongly between procedures. o Detects wrong flow of control (GOTO to PROCEDURE or GOSUB to non-PROCEDURE) o Name mangling for assembler now uses original names, easing assembler interface. o Support for local labels (using period character before a label, uses last global label as prefix) o Added MUSIC GOSUB, MUSIC RETURN, MUSIC VOLUME and MUSIC SPEED. o Added contrib/accel.bas it shows how to move sprites by fractions of pixel (contributed by intvnut) o VOICE INIT now "shuts up" the Intellivision (contributed by intvnut) and the initializatin is done in automatic form at start of program. o FLASH INIT SIZE to choose Flash memory size. o Allows constants in DATA PACKED. o Added ON expr FAST to avoid two instructions. o Generates warnings for AND/OR/XOR and small operators non-parenthesized. o Now direct CONT1, CONT2, CONT3 and CONT4 generate 8-bit results. o Solved bug where IF CONT.B0 THEN wouldn't work, also ABS and SGN. o Compatibility with Tutorvision consoles.
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Hey all, I tried to spend the weekend learning the basics (ha!) of IntyBasic. And what better way to learn for a "retro" console than to make a PONG clone? So I made a very rough PONG clone called "PONGadelic" to learn: Simple sprite definition and rendering. Controller input and translating input to sprite movement. Simple collision detection. How to handle color-switching on the Inty. I've attached the BAS and ROM files for your perusal. The PONGadelic_title.BAS simple renders the classic title screen (adapted from the SDK's classic title screen example - thanks!). So down to my questions - I've got the Inty in ColorStack mode: MODE SCREEN_COLOR_STACK, STACK_BLACK, STACK_CYAN, STACK_BROWN, STACK_YELLOW 'I have no idea how to use anything after STACK_BLACK BORDER BORDER_BLACK This results in my entire play field being BLACK, which is what I want for now. Great. But say, after either player scores a point, I want to change the whole play field to the next color in the stack - that is everything that was STACK_BLACK should now be STACK_CYAN. I was not able to figure out how to accomplish this. Is there some sort of "advance color stack to next color" command? I saw something about setting $2000 but I'm not sure how or where to do that. I don't want to change the color of a sprite or printed object; I want to make the entire play field a new color. Second question - I have a Ball object (SPRITE 6) that I want to animate in a simple, back-and-forth kind of deal. I have two sprites loaded into GRAM for this purpose; SPR03 and SPR04. SPRITE 6,ballX+HIT+VISIBLE,ballY+ZOOMY2,SPR03 + ballColor 'this is where Id like to animate the ball, (i.e. change to SPR04 for X frames, wait X frames, then change back to SPR03). My assumption is we need some kind of counter that switches the line from using SPR03 to SPR04 every X frames, then starts over and switches back to SPR03 after X frames elapse again - but I struggled with how to implement this. When I had counters swapping the sprites, I ran into collision detection issues. Final question - WAITs - I don't really understand when I should (and shouldn't) be using them. I understand that certain things need to "settle" sometimes, or you can only do certain operations once every "cycle"... but I'm kind of lost . Besides those (probably obvious!) questions, PONGadelic is a totally functional albeit rough PONG clone! If you feel like trying it out, here's how it works: Classic PONG - use your paddle to bounce the ball and prevent it from going out the back of your side. Left Controller - Left Side; Right Controller - Right Side. Player who just gave up a point gets to "serve" the ball using any of the Side Buttons (serving merely sends the ball in a random direction from the center). When the game first starts, Left Player gets to "serve". First player to 9 points wins the game. Walls, Paddles, and Ball have a random color during each round of the game (hence PONGadelic). Thanks in advance for your help! J. Lewis pongadelic_title.bas pongadelic.bas constants.bas pongadelic.rom
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Improved version of the Intybasic shooter inspierd by Gysus and Gorf This version has 4 bosses, 2 sets of enemies, 2 intertitial warp animations Use ECS for improved Voice and music dzgorf.rom
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Wonder Boy clone for Intellivision Hello everyone! Allow me to present myself: My name is Oscar Kenneth, I develop retro videogames for a living, most of them for 8 bit systems. In case you are curious, you can see some of my games on this links: https://kai-magazine-software.fwscart.com/ https://www.youtube.com/channel/UCaZO013JhpV07ksL5KmSrUQ/videos?view_as=subscriber https://www.facebook.com/Kai-Magazine-608839585897055/ https://store.steampowered.com/app/677910/Life_on_Mars_Remake/ https://play.google.com/store/apps/details?id=lom.kaimagazine.second&hl=en Anyway, my friend Artrag told me about intybasic and he told me I would have a lot of fun coding with it (and boy, he was right!), so I bought the book from Oscar Toledo when he visited Spain a couple of months ago. Without wasting any time I started reading the book and I made my first game for intellivision. It is a practice project, just to get comfortable with intybasic as I prepare for bigger projects, but I think some of you might be interested in it; Thio's Odissey is a Wonder Boy clone (shamelessly similar in some aspects) but with my personal touch and also redesigning the game for the intellivision hardware capabilities. The game runs with smooth scroll at 60 FPS without any frame loss on any Intellivision machine without upgrades or extensions of any kind. Here you have a youtube video, but I must warn you the frame rate of the video is horrible. I haven't been able to record a video at 60 fps. Finally, you can download and try a small playable demo of 2 random stages here: http://s000.tinyupload.com/?file_id=06841938343237182179 If you use an emulator, you will need the usual bios files: exec.bin and grom.bin. Some emulators have different issues with this (and many other) game/s: -jzintv works fine, but in some pc's or android devices, vsynk doesn't work thus showing tearing and also skipping frames at random. It works perfectly on the raspberry pi 3 and some pc systems with perfect scroll and no frame loss nor tearing. -bliss2 works fine, it might show some small vsynk problems with the scroll in some systems. -Nostalgia 4 works fine, with nice vsynk but the life bar shows a glitch when the scroll advances every 8 pixels. -Nostalgia 5 shows lots of graphical glitches. Not playable. If you use a real intellivision, you just need a flash card with at least 64k of flash memory. PLEASE NOTE: Those 2 first levels are not meant to be the real first 2 levels since those are too difficult to be the first ones, but I did put those on this demo so it lasts longer (not only 5 minutes) and presents a challenge. The game hasn't been tested yet on a real intellivision so I really don't know how far the compatibility goes, but it is a matter of fine tuning only. Also, the buttons I defined for the actions might not be the correct/usual ones. I can change that in a matter of seconds, so no big deal! Finally, if someone feels offended because the game resembles Wonder Boy too much, I can modify those graphics that are too similar in a matter of 2 hours, so no big deal either! I just made the game look this way because I thought it would be cool to see something similar to Wonder boy on intellivision, but I have no problem whatsoever on modifying those graphics that I made as similar as possible to the "real thing" on propose. The rest of the game (bgm’s, maps, etc) is not intended to be identical to the original wonder boy, so don't expect a port/downgrade. It is a clone. If you are still reading (congratulations!) I would love for you to give me your feedback and let me know what did you like and what did you not, etc. If there is enough interest in this game I might look for a way to publish it in cartridge version. Thank you everyone for your time on reading this. I look forward to your feedback! Thio.rom
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Results thread for the IntyBASIC Programming Contest - 2018 is here for those of you who may fear to tread into the (no longer quite so) scary Programming sub-forum.
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I was trying to evaluate the asm produced by Intybasic under a number of cases and I ended with this: #d = enemy_cards(e+0) #e = enemy_cards(e+1) #f = varptr #backtab(20+4+0+c) poke #f-1,0 for n=0 to 3 poke #f+0, #d: #f=1+#f poke #f+0, #e: #f=1+#f next Whose loop becomes this in asm: 0x5332 T22: ;[142] poke #f+0, #d: #f=1+#f SRCFILE "testbasic.bas",142 5332 0280 0308 MVI V8,R0 5334 0281 030E MVI V10,R1 5336 0248 MVO@ R0,R1 5337 02B8 0001 MVII #1,R0 5339 00C8 ADDR R1,R0 533A 0240 030E MVO R0,V10 ;[143] poke #f+0, #e: #f=1+#f SRCFILE "testbasic.bas",143 533C 0280 030D MVI V9,R0 533E 0281 030E MVI V10,R1 5340 0248 MVO@ R0,R1 5341 02B8 0001 MVII #1,R0 5343 00C8 ADDR R1,R0 5344 0240 030E MVO R0,V10 ;[144] next SRCFILE "testbasic.bas",144 5346 0280 0115 MVI V1,R0 5348 0008 INCR R0 5349 0240 0115 MVO R0,V1 534B 0378 0003 CMPI #3,R0 534D 0226 001C BLE T22 Actually I was expecting the use if INCR instead of ADDR and the reuse of f# in R1 without loading it in and out of ram Something like this: T22: ;[142] poke #f+0, #d: #f=1+#f MVI V8,R0 MVI V10,R1 MVO@ R0,R1 INCR R1 ;[143] poke #f+0, #e: #f=1+#f MVI V9,R0 MVO@ R0,R1 INCR R1 MVO R1,V10 ;[144] next MVI V1,R0 INCR R0 MVO R0,V1 CMPI #3,R0 BLE T22 Even better if you keep in registers the variables in the whole loop MVI V10,R1 T22: ;[142] poke #f+0, #d: #f=1+#f MVI V8,R0 MVO@ R0,R1 INCR R1 ;[143] poke #f+0, #e: #f=1+#f MVI V9,R0 MVO@ R0,R1 INCR R1 ;[144] next MVI V1,R0 INCR R0 MVO R0,V1 CMPI #3,R0 BLE T22 MVO R1,V10
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Hi guys. I got extra inspiration for this version after fighting with complex IF in one line, now you can use block structured IF while preserving the old-style IF, even better the new DO/LOOP statement construct and a way to exit loops with EXIT. Check the manual for the full syntax. Also some enhancements to DEF FN to make it more powerful. The IntyColor utility got a much needed revamp, now it allows to use MOBs in your images for extra graphics definition, automatically or with an instructions file provided by you Note: if you have downloaded version 1.2 before, download now latest one, it solves a bug when compiling the multiline IF statement. Changes, enhancements and fixes in version 1.2: Support for multiline IF/ELSEIF/END IF Added statement DO WHILE expr...LOOP, DO UNTIL expr...LOOP, DO...LOOP WHILE expr, DO...LOOP UNTIL expr. Added statement EXIT, use as: EXIT FOR, EXIT WHILE or EXIT DO. Added #BACKTAB array to access screen directly (without using PEEK/POKE) DEF FN now accepts strings in definition. New LEN() function to get size of string. New POS() function to get current screen position. Initializes ECS sound generator. Added automatic seed of pseudorandom generator with RAM trash (courtesy of GroovyBee) Warnings now can be disabled with option -w Macro replacement now accepts string as arguments. Shows file causing error or warning when inside INCLUDE. (some very big programs developed in IntyBASIC were needing this ) Optimized generation of code for plus constant followed by minus constant. Optimized generation of code for POKE. Solved bug where nested macros doesn't worked. Solved several bugs in macros for multiplication by constant (not so used numbers) Added a new contribution (tcg.bas) by Catsfolly. Superb enhancements for IntyColor utility: (run without arguments to see usage) Option -m for creating MOB automatically (for third/fourth color in same block) Option -c to not include constants.c (option -m) Option -r to create BMP report colored (error/GRAM/GROM) Option -g to indicate how to use the MOB (use with -m) Options -fx and -fy to flip in X and Y directions. New in version 1.2.2: Support for reading/writing JLP in-flash memory using the FLASH statement, now you can make your game to save your high-score tables, achievements, current position in game, etc. (new sample flash.bas) Stack is now always allocated to system memory, some things moved in intybasic_epilogue.asm. Generates warnings when using constants bigger than 8 bits for assignment to 8-bits variables or for TO value. Generates errors if labels are redefined, undefined and warnings if never used. (instead of waiting for assembler pass to catch them) New contribution 42k.bas by GroovyBee, shows how to make a maximum-sized IntyBASIC program. New in version 1.2.3: Added SIGNED statement to indicate arrays or variables of 8-bits signed. At start of your program, for example, add SIGNED a,my_array,b,c SPRITE statement now allows expression on MOB index. So it's easy to write FOR A=0 TO 7:SPRITE A,0:NEXT A SCREEN allows for sixth argument to support a wide origin screen, useful for horizontal scrolling or to display a fraction of a big map. (check landscape.bas) Solved bug where warnings were treated as errors for final return code of command line. (it interrupted SDK compilation) Solved bug where some warnings couldn't be disabled. Solved bug where 16-bits variables counting was wrong. New sample: landscape.bas (additional SCREEN syntax) New in version 1.2.4: Optimizes sequences of ANDI/XORI instructions. Gives warning in case of assignment to variable previously declared as CONST. Solved bug where ELSEIF had to be finished with ELSE. A few warnings returned wrongly an error code in command-line. Warns about assignment to variables reserved for IntyBASIC use. Updated constants.bas IntyColor: Updated for new SCREEN syntax. IntyColor: MOB data for assembler mode output is now in hardware order and generates better data. IntyColor: Solved color bug introduced in 1.2.1 New in version 1.2.5: Added UNSIGNED statement, allows to make unsigned comparisons. Added PLAY VOLUME statement. Added NO DRUMS syntax to PLAY. Added MUSIC JUMP statement. Added MUSIC.PLAYING expression. Added CALL statement (like USR but outside expressions) DATA allows for string literal. DO statement followed by colon now isn't taken as label. Corrected bug in PAL detection. Updated constants.bas (corrections and new constants for Coloured Squares mode) and keypad.bas sample. Added contrib/ColouredSquares.bas a sample of drawing lines in Coloured Squares mode by GroovyBee. Added samples/bats.bas (animated bats) Added samples/envelope.bas (using envelope sounds) New in version 1.2.6: Detects when PROCEDURE isn't finished at end of source code. Also starting a new PROCEDURE without closing the previous one now is an error instead of a warning. Added DATA VARPTR to allow arrays of pointers to arrays and/or variables. Generates warning when using DEFINE and requesting more than 16 GRAM to define. Internal: the mode_select variable now preserves in bit 0 the actual mode. Solved bugs in multiplication by 126 and 127. Solved bug in usage of JLP acceleration. (wrongly cached registers) Corrected contrib/clowns.bas (catsfolly) it broke with a change in constants.bas Added contrib/Gram2GromFont.bas (GroovyBee) showing how to take the GROM font and creating an entirely new font. Added contrib/TinyFont.bas (GroovyBee) showing how to display 40 columns using a 4 pixel wide font. Added manual notes about assembly language conventions for USR and CALL. New in version 1.2.7: Allows to concatenate lines using the character \ at the end of a line. (suggested by GroovyBee) Now optimizes access to arrays when using same index even if different array or offset. (double speed in common cases!!! intvnut suggested it a long of time ago) Solved bug where DEFINE VARPTR swallowed one extra lexical component. Solved bug where 1024-x*x generated wrong code. Solved bug where PRINT "string" as first statement would write in non-screen memory. Minor edit in manual (definition of BORDER) New in version 1.2.8: Added DATA PACKED for strings, same as DATA but fits two characters per word. Added OPTION EXPLICIT to force declaration of variables using DIM (without index), for example DIM A,B Added OPTION WARNINGS to disable compilation warnings. Warns about strange use of constants in FOR/NEXT Changed CC3/JLP memory flags to "=RM" for as1600 (needed for LTO-Flash) Solved three minor bugs. (optimization: reused register already trashed, weird expression a<5>b crashing, array optimization would trigger as1600 error because of "big" constant) New in version 1.2.9: Moved screen clearing at the very start of program to avoid brief title screen in Sears Intellivision. Added missing C7 note in internal tables. Solved MUSIC.PLAYING failing with MUSIC JUMP. More optimization saving flags state across instructions. Solved bug in PEEK optimization when source address was incremented between two PEEKs. More indications in manual, including documenting CONT3 and CONT4. VOICE.AVAILABLE for checking Intellivoice available. VOICE.PLAYING for checking Intellivoice playing. Solved several bugs in IntyColor and added some new features (replacement of color, generation of cards without checking duplicates, and process of images in chunks of 16 pixel high for MOB generation) Enjoy it! intybasic_compiler_v1.2.1.zip intybasic_compiler_v1.2.2.zip intybasic_compiler_v1.2.3.zip intybasic_compiler_v1.2.4.zip intybasic_compiler_v1.2.5.zip intybasic_compiler_v1.2.6.zip intybasic_compiler_v1.2.7.zip intybasic_compiler_v1.2.8.zip intybasic_compiler_v1.2.9.zip
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Apart the bug spotted elsewhere that leads this kind of expressions #ex(0) = -1.0+.#ex(0) to fail, it seems that it is missing a proper support to multiplications/divisions. I was trying to multiply a fixed point number by a constant, but due to the fact that the fractional part in in the high byte, normal multiplication fails... Is there a dedicated multiplication for 8.8 fixed point numbers ? BTW what is the reason for this inversion (high/low byte)? Am I missing something or the support for fixed point numbers is just immature in v1.2.9 ?
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Hello everybody, I know that most of you, even those that play more than collect, steer away from the Intellivision Programming Forum because it's just full of nerds. However, as you may have heard, we are running an IntyBASIC Programming Contest to showcase the work of some burgeoning and veteran Intellivision programmers and everybody is invited to take a look at their work. I would like to invite you all to take a stroll down the contest thread (just ignore the nerds, and keep your hands and personal items out of reach) and see what's cooking. With two weeks to go till the end of the contest, the pressure is on to polish and clean up all entries, and I'm sure that any feedback from you will be much appreciated. After all, who knows where the next Intellivision classic gem will come from -- it may as well be from one of these works in progress, and your feedback can contribute to its success. So how about it? Want to join us and play some games? All of them are in various stages of completion, but they are all playable, very interesting, and (mostly) original. Look at the screenshots, download the ROMs, give them a spin, and let the programmer know what you think. Any feedback is welcomed (those nerds love the attention! )! IntyBASIC Programming Contest 2018 -dZ.
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After seeing a comment on another thread about not knowing how to perform smooth acceleration of objects, I decided to throw together a quick demo of how I implement such things. This may not be the most idiomatic IntyBASIC code. But, looking at the compiled output, it's not too bad. nanochess: If you think this is worth including in the contrib directory, be my guest. The heart of the code is the UpdatePhysics procedure. It implements some really straightforward equations: Velocity1 = Velocity0 + Acceleration Position1 = Position0 + Velocity1 The devil, of course, is in the details: Shifting, rounding, handling signed vs. unsigned values, and of course, handling wraparound on the screen. . '' ======================================================================== '' '' UpdatePhysics '' '' '' '' This computes the new position and velocity given the current velocity '' '' and acceleration. '' '' '' '' AX, AY give the new acceleration input for the selected object. '' '' The acceleration inputs are zero for all other objects. '' '' ======================================================================== '' UpdatePhysics: PROCEDURE ' Compute new velocity for selected object. #V = VX(SEL) + AX IF #V > 127 THEN #V = 127 IF #V < -127 THEN #V = -127 VX(SEL) = #V #V = VY(SEL) + AY IF #V > 127 THEN #V = 127 IF #V < -127 THEN #V = -127 VY(SEL) = #V ' Compute new position for all 8 objects. FOR I = 0 to 7 #V = VX(I) * 4 #PX(I) = #V + #PX(I) ' Stay on visible display by keeping X in [0, 168]. IF #PX(I) >= 168*256 THEN #PX(I) = (168*256 XOR (#V > 0)) + #PX(I) #V = VY(I) * 4 #PY(I) = #V + #PY(I) ' Stay on visible display by keeping Y in [0, 104]. IF #PY(I) >= 104*256 THEN #PY(I) = (104*256 XOR (#V > 0)) + #PY(I) NEXT I END . Also, the code implements its own 16-direction disc direction decoder, since I didn't see how to do that with IntyBASIC's built-in primitives. I wanted to be sure I clearly separated each input into keypad vs. action vs. disc, while also supporting all 16 directions. So, I sample CONT once (ok, technically twice), and do the rest of the decode myself. This gave more consistent results than when I sampled CONT multiple times. . accel.zip
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ok, it's no Meteors, but when I put it on my LTO cart I was pretty pleased with it. Not polished or complete but what the heck. It's sort of like Asteroids but you are Invincible (for now). 90 seconds. 1 point for each Planetoid you hit. High Score is saved (until reset at least) If you like it great. Might add to it in the future. God Bless all of you that do sounds and music. I have no skills in that area and this game shows it. comments, ideas, suggestions and/or help are always welcome. I'm throwing this into the forum So I can concetrate on something else for the new contest, though I haven't landed on any good ideas for the contest yet. Enjoy PLANETOID_20180131.rom Planetoid_20180131.bas
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This year I have had very little time or energy for programming. BUT, I just can't let this cool basic programming contest past me by, so, here I am at the last minute trying to put together an entry. How can I put together an entry with almost no time left? "Holy Recycling, Batman!" - yes by reusing old code that I already wrote... I thought it was fun bouncing on the stretchers in "Clowns and Balloons", so I took that code and hacked it to create it a world consisting only of trampolines! It may be the first endless trampolining game ever. I call it TRAMP, which of course stands for: Trampoline Running Awesome Mobile Platformer As trampoline ace "Nobaudi Holmes", your mission is to see how far you can go.... It needs tons of tuning, and some gimmicks for variety, but at least it kind of looks like a game..... < - click to animate. Hopefully it will look better in a few weeks.... Catsfolly
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I am working on a late entry, inspired by my daughter's request to create a video game for her. The working title is "Mermaid". The objective is to collect treasure and locate the queen's crown along with the key to the underwater castle while avoiding various sea creatures including the shark, octopus, squid and a variety of fish. The mermaid can protect herself with a "mermaid bubble" (force field) and also has a "speed boost" option to briefly increase her swimming speed. Once you collect the key and the crown, locate and enter the castle. You need to deliver the crown to the queen before time expires. Here are several screenshots.
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I know, I know, I'm just being a copy cat, but if anyone wants the latest version of Stunt Cycle (for personal use, Not for resale). Here it is. This is about the only Intellivision gift I can offer this Holiday Season. Stunt_Cycle_20171223.rom Stunt Cycle Intructions.doc
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The link to the game is https://github.com/JosueCom/RUNNERZ--intellivision_Game. I got introduced to IntyBasic and the forum by my computer science professor in college. I am currently a sophomore. Tell me what you think about it. Good? Bad? I have attached the rom file; runnerZ.rom .
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It's been a while, here's something fairly original. I don't like the long note breaks, but they are OK and I'm kind of done with tinkering with this one. I know other folks are busy making games, so maybe this will help someone that needs a title page song or intermission song or something. HTH. Free to use, don't even have to credit me if you don't want.
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First off, thank you very much for creating INTYBASIC, it is a great tool for making programming Intellivision not so daunting. It is quite an impressive tool. I am very new to the language, and I am mainly trying to implement some pieces of things to learn how to do certain game elements. I encountered one that I haven't been able to crack. I was working with the 'landscape' Example program, and I thought it would be an interesting exercise to have a statically placed string at the top that would change with a collision of the sprite with the background. While I have the collision part working, I cannot figure out how to keep a character statically placed. This would be a useful procedure when wanting to display a score at the top or bottom while the game would have a scrolling background. I am sure that I am missing something quite simple, but if someone could point me in the right direction. I would greatly appreciate it. Obviously (at least to me) putting the character in a BACKTAB card doesn't work. I doubt this needs a MOB to complete, as that would be wasteful. Should I be writing something on the BORDER, I can't figure out how to do that. Thanks in advance and sorry if this is a stupid question.
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Playing with tone patterns. This kind of sounds like something in a game where the system has to "think" for a while, or maybe an alarm where time is almost up. Maybe. I can't mess with it anymore, so anyone that might find it useful, please enjoy. patternplay04.bas
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One of my better outputs. songproto-BackInBlack.bas
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Before we announce IntyBASIC Showcase Volume 2, let's actually have the contest I mentioned a few months ago First, the Prizes: The IntyBASIC Showcase Volume 1, umm, Showcase. a 3D printed stand to display your copy of IntyBASIC Showcase Volume 1. Comes with a stand that can hold both the box and cartridge, or just the box if desired. Included are the iconic main characters from the 3 games that easily snap into slots in the base. A copy of the game IntyBASIC Showcase Volume 1 is also included courtesy of Rev at Intellivision Revolution Note that the rough prototype is shown, the actual final product is much nicer. Also, giant Japanese toys, TV are NOT included (And before the question is asked, I've designed the base to be universal, I will be making bases and character packs available for other games in the future.) The Warship!: Goat VS Zyx board game. Adorned with game graphics, play epic games of Warship! when you are away from the Intellivision. Large Poster of the graphic that was used for the PRGE banner. This poster is larger than the one rolled up inside many copies of IntyBASIC Showcase Volume 1. A set of PRGE buttons courtesy of Rev at Intellivision Revolution. A copy of the PRGE Air Raid Early Bird pack featuring: a pair of ChromaDepth 3D glasses an art print (in 3d) a $5 off code redeemable when the game is released. 3d printed ships from the game Other prizes may be added later. How to Enter: This volume of games started as entries in the first IntyBASIC contest (big thanks to the team behind that!) Counting comments (not many,) graphics/music definitions, and some occasional blank lines, each games started with a certain number of lines of code in the file. Not counting any usage of CONSTANTS.BAS the numbers were: Battleship:1331 Goatnon:3119 Zyx:976 for a total 5,426 lines Adding the TV menu and merging 3 games by 3 different programmers into one codebase was "interesting..." When we were complete and the final rom passed testing by the team involved, we ended up with a new total number of lines of code, graphics and music (and a few more comments, but only a few ) So the contest is simple: How many lines of IntyBASIC code are in the final version? Closest to the number, over or under, wins. In case of a tie, a random draw will be held with the tied entries. Email your entry to: tarzilla @ telusplanet . net (remove any spaces) Include CONTEST in the subject line and your AtariAge handle in the message body along with your guess. and then post in this thread that you entered, don't post your email, but just the last digit of your guess so I can cross reference. One entry per person. Unfortunately for nanochess, he is disqualified from entering, mainly because I'll be sending the answer to him so no one accuses me of cheating, plus he is automatically getting most of the prizes anyway Also disqualified are the members of the testing team, they will be getting their just reward... Contest closes at January 20th, 2017 at 11:59pm Mountain Standard Time. PS:This is my first contest, so be gentle and I reserve the right to modify the rules in case I forgot something. Thanks to Rev, I have now edit my post to say that a CIB copy of IntyBASIC Showcase Volume 1 IS now part of the prize pack, thanks!
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I have code that plays a sound by reading DATA and sending the values to the PSG via the SOUND2 statement. A decision is made, a Procedure is called via GOSUB, and then a return. This "feels" very synchronous to me, and I am thinking about the capability to have a sound played "fire and forget" without blocking the caller until a sound play is completed. Is this possible, or am I way off? Thanks.
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- intybasic
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Hey all, Is there a (preferably clean) way to get a substring out of a string in IntyBASIC? I don't know if it's just a notation thing or what, but if it's in the manual I'm missing it. I'm hoping to implement a thin font implementation sort of similar to what GroovyBee posted a while back and it would be convenient for me to pass an entire string to a printing routine and pick it apart two letters at a time. Thanks a bunch!
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- string
- string handling
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