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Retrospect

Interesting and abandoned projects.

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I will do that when I get a few extra moments. All my spare time right now is dedicated to finishing up the packaging on the new game. Once that's done, I will put some time into Beryl and a few of the other projects I'm working on right now. :)

 

I have all code, commented and very clean.... I know the answer is staring me in the face... I'm just not seeing it.

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If you can share a zip file with the complete program so we can use Classic99 to debug in and find out what's going on, along with the assembly source code, I'm sure we can figure out what's going wrong pretty fast. :)

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Just played through the demo again. You know, it really is a neat little thing, that.... it is more complete than I remember-- you can seek council from the Forestia wise man (who helps you with clues on what to do next) you can fully complete the first level quests (without having to fight bad guys, at least)-- you can drink potions, cast peacetime spells... And the code is actually smaller than I remember it being. I think that's because I made the decision to load all text from diskette during council, and that made a huge space impact. If I fix the SAVE issue and finish my battle engine, this damn thing will be playable!

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I have sound assets for Bruce Lee if you are interested. It looks great!

 

 

I'll take what you got, is it all the sound effects or just the music?

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I'll take what you got, is it all the sound effects or just the music?

 

I had not finished all of the sfx but I have most of them plus the music.

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I have so many it is depressing. My problem is that when life gets in the way and I eventually return (even after just a few weeks), I have lost the thought process completely and can't even follow my own code. I need to learn how to document things so I can pick-up where I left off. I invested literally a few hundred hours in a single game (an adventure), and it is all gone.

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I'm glad I'm not alone in this. I started half a dozen threads here years ago for projects I never got finished, thinking that documenting them publicly would hold me to account. It did not.

 

Working on resurrecting a few of those ideas, but trying to stay quiet about them until I have something at least ready to test.

 

I did clean a year's worth of crap off my desk today and I sorted and filed a ton of pen-and-paper coding notes, so it's a start.

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To this end, I think in my family I will institute a sort-of Boxing Day, where we spend a day cleaning up rooms, offices, etc. to sweep up the clutter which has collected over the year in preparation for the upcoming new year so we can really start anew. A late-year Spring Cleaning, if you will.

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I don't know if this is relevant here, but the memory is not cleared in the lower 8K where your assembly routines would normally reside when you break and restart an XB program. I'm not sure what Matthew's routine is exactly doing, but it might be something to look at. Perhaps you can post the code for that routine?

 

Basically an assembly routine and map data is loaded via CALL LOAD. Then the visible map window can be updated with animation via the included display/scroll routine. The entire map is 56x72 tiles, displayed in a 28x12 "window" (so there are 2x6 "windows" of map).

 

This thread (on page 8) has the bulk of the posts with the code, complete with long winded descriptions and videos:

 

http://atariage.com/forums/topic/171780-assembly-xb-link-project/page-8

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Indeed. The bug has now been "squashed." Adam helped me look at the code through new eyes and the problem became evident. He pointed out a couple of areas of potential conflict with how I was saving and loading the coordinates, and we determined that there was a small issue with the subroutine for the map-setting code.

 

Thanks again to matthew180 for giving me this lovely scrolling gift, and to Adam for helping me fix the issue I had. :) I have made some pretty substantial progress in the game since my last video update, and when I get some of these other projects off my plate, I will return to this game and hopefully find a way to make it playable. All the quest points are in place for the first world... you can actually play through the whole world and find the items you need to exit to the next world... it's getting there. I was making some significant progress in 2015 when this little issue occurred, and then progress stopped... It was a combination of frustration with the bug, a hard drive crash, and a few life-altering career changes and a cross-country move that put this thing on the back burner. Now that I'm settled (for now) I look forward to getting back to the game at some point. :)

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If it's interesting I don't know, but I do have some abandoned projects. Or maybe they are just paused...

 

I made a catalog program, which could read a floppy disk, assign a number to it and store all the files on it in a database. You then read the next disk, which got another number, and the files on that was added to the database.

The assigned number was stored in an unused part of the disk directory, so if you re-read the same disk, it would update the data from that disk in the database.

You could then get, for example, an alphabetic list of all your files, with the disk number they were stored on. Or get a disk catalog of a disk you didn't even have in any drive, provided it hadn't changed since last update, of course.

 

But when I had read several disks, the handling of the database got too slow. I didn't have any RAMdisk at that time. With one of these, I think it would have been useful. It did work, but took far too long to do anything useful, when the number of read disks passed well beyond 50.

 

I made a Turtlegraphics support library, to be 99% compatbile with Apple's integer Turtlegraphics for Apple Pascal II. What's there works, but I never got beyond coding all the color variants for writing text on the screen. Storage and retreival of parts of the screen is also missing.

 

I made a compiler and interpreter for a formatting language, intended to be used to display database records and other information on the screen. A good part of it works, but it never made it into any database software.

 

I could probably continue...

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"Mission-99"


Found on and old memory stick.


A game I started years back but did Agenda99 instead. Watch out for the Surface to Air missile launchers at either edge of the screen, they'll send missiles towards you whilst they are still alive. Bomb the city to land for points.

Made in TI Basic but runs nicely in XB.



100 CALL CLEAR

110 CALL COLOR(3,7,1)

120 CALL COLOR(4,7,1)

130 FOR Q=5 TO 8

140 CALL COLOR(Q,2,1)

150 NEXT Q

160 CALL COLOR(9,3,1)

170 CALL COLOR(10,9,1)

180 RANDOMIZE

190 FOR Q=1 TO 17

200 READ A

210 READ A$

220 CALL CHAR(A,A$)

230 NEXT Q

240 DATA 40,AAAAAAAAAAAAAAAA,41,FE82FE82FE82FE82,42,FEFEFEFEFEFEFE,43,FE9292FEFE9292FE

250 DATA 44,10387CFEFEAAAAAA,45,1054547CFE82FE82,46,1010101010387CFE

260 DATA 47,10387CFEFE9292FE,58,00492A1C7F1C2A49,91,0060B0FE7F1C0E00,92,0000000000001818,93,0033E7E43EFFFDE0,94,0410240010021430

270 DATA 96,0204183C7EABD57E,97,4020183C7ED5AB7E,104,000002196DBED57F,105,00004098B67DABFE

280 BEST=0

290 LAST=0

300 CALL CLEAR

310 CALL SCREEN(16)

320 PRINT TAB(4);":::: MISSION 99 ::::"

330 CALL SOUND(4000,110,0,111,1,112,2)

340 PRINT :::::::::::::::::::::::::

350 PY=1

360 PRINT "CHOOSE DIFFICULTY"::"1 HARD":"2 MEDIUM":"3 EASY"::

370 INPUT CHOICE

380 IF CHOICE<1 THEN 370

390 IF CHOICE>3 THEN 370

400 ON CHOICE GOTO 410,440,470

410 HEIGHT=12

420 FIRE=4

430 GOTO 490

440 HEIGHT=7

450 FIRE=6

460 GOTO 490

470 HEIGHT=3

480 FIRE=8

490 CALL CLEAR

500 PRINT "LAST";LAST;TAB(16);"BEST";BEST:::::::::::::::::::::::

510 PX=3

520 PY=1

530 LTANK=1

540 RTANK=1

550 SCORE=0

560 BT=0

570 FOR Q=6 TO 27

580 BT=BT+1

590 IF BT>4 THEN 600 ELSE 610

600 BT=1

610 CT=BT+39

620 BH=INT(HEIGHT*RND)+3

630 GH=24-BH

640 CALL VCHAR(GH,Q,CT,BH+1)

650 CALL HCHAR(GH-1,Q,CT+4)

660 NEXT Q

670 CALL HCHAR(24,3,96)

680 CALL HCHAR(24,30,97)

690 REM

700 REM CONTROL AND UPDATES

710 CALL KEY(0,K,S)

720 CALL GCHAR(PX,PY,CH)

730 IF CH>32 THEN 1130

740 IF LTANK=1 THEN 1440

750 IF RTANK=1 THEN 1440

760 CALL HCHAR(PX,PY,91)

770 IF BO=1 THEN 780 ELSE 930

780 IF BX=24 THEN 920

790 CALL HCHAR(BX,BY,92)

800 CALL GCHAR(BX+1,BY,CH)

810 IF CH>32 THEN 820 ELSE 930

820 IF CH=96 THEN 830 ELSE 850

830 CALL HCHAR(24,3,104)

840 LTANK=0

850 IF CH=97 THEN 860 ELSE 880

860 CALL HCHAR(24,30,105)

870 RTANK=0

880 CALL VCHAR(BX,BY,32,2)

890 SCORE=SCORE+100

900 ZZ=INT(4*RND)+1

910 IF ZZ=1 THEN 920 ELSE 930

920 BO=0

930 CALL SOUND(-100,110,30,110,30,900+INT(320*RND)+50,30,-8,6)

940 REM MOVEMENT

950 CALL HCHAR(PX,PY,32)

960 IF BO=1 THEN 970 ELSE 980

970 CALL HCHAR(BX,BY,32)

980 PY=PY+1

990 IF PY>32 THEN 1000 ELSE 1030

1000 PY=1

1010 PX=PX+1

1020 IF PX>24 THEN 1320

1030 IF BO=1 THEN 1040 ELSE 1070

1040 BX=BX+1

1050 IF BX=25 THEN 1060 ELSE 1070

1060 BO=0

1070 IF K=32 THEN 1080 ELSE 710

1080 IF BO=1 THEN 710

1090 BO=1

1100 BX=PX+1

1110 BY=PY

1120 GOTO 710

1130 CALL HCHAR(PX,PY-1,58)

1140 CALL SOUND(1000,110,30,110,30,900,30,-7,0)

1150 CALL SOUND(500,110,30,110,30,1100,30,-7,10)

1160 CALL SOUND(250,110,30,110,30,1300,30,-7,15)

1170 CALL HCHAR(PX,PY-1,93)

1180 CALL SOUND(125,110,30,110,30,1400,30,-7,20)

1190 CALL SOUND(75,110,30,110,30,1500,30,-7,25)

1200 CALL HCHAR(PX-1,PY-1,94)

1210 CALL GCHAR(PX+1,PY-1,CH)

1220 IF CH=32 THEN 1230 ELSE 1280

1230 IF PX=23 THEN 1280

1240 CALL HCHAR(PX,PY-1,94)

1250 PX=PX+1

1260 CALL HCHAR(PX,PY-1,93)

1270 GOTO 1210

1280 CALL SOUND(4000,110,0,111,0,112,0)

1290 FOR DE=1 TO 500

1300 NEXT DE

1310 REM SCORES AND BEST

1320 LAST=SCORE

1330 IF SCORE>BEST THEN 1340 ELSE 1350

1340 BEST=SCORE

1350 CALL CLEAR

1360 FOR Q=110 TO 440 STEP 30

1370 CALL SOUND(132,Q,1,Q*2,1)

1380 NEXT Q

1390 PRINT "LAST SCORE ";LAST:"BEST SCORE ";BEST

1400 PRINT :::

1410 INPUT "PRESS ENTER ":N$

1420 CALL CLEAR

1430 GOTO 300

1440 ZZ=INT(FIRE*RND)+1

1450 IF ZZ=2 THEN 1460 ELSE 760

1460 TF=INT(32*RND)+1

1470 CALL GCHAR(PX,TF,TC)

1480 IF TC=32 THEN 1500

1490 GOTO 760

1500 CALL HCHAR(PX,TF,58)

1510 IF TF=PY THEN 1550

1520 CALL SOUND(128,110,30,110,30,2000,30,-7,0)

1530 CALL HCHAR(PX,TF,32)

1540 GOTO 760

1550 CALL HCHAR(PX,TF,58)

1560 CALL SOUND(1000,110,30,110,30,2000,30,-7,0)

1570 PY=PY+1

1580 GOTO 1130
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Posted (edited)

Prison Run II

 

A game I consider complete but not much of a game really. It's fun though.

 

Guide your player out of a max secure prison, avoiding the Laser beams that fire once in order, and then again at random, constantly until you get out of the building (you'll need the key to get the door open!)

 

Once outside, make your way to the clearing in the trees to make your escape but watch out for Rufus the Guard Dog! He's hungry and he's a bit of a twat so he'll chase you.

 

You get but one chance at this, one life. Good luck.

 

Control player with arrow keys. Push and hold against the key to collect it.

 

prison run 2.txt - Basic source code

PRISONRUN2.wav - WAV file (cassette) of the game, runs in both JS99er and Classic99 with OLD CS1

PRISONRUN2.zip - FIAD file

 

https://www.youtube.com/watch?v=cnMXKBALg_o

Here's the game running under standard TI Basic. It's slow but the original was worse! It's in this thread because it's interesting but it's been abandoned.

If anyone would like to modify or extend it feel free, the source is documented so you'll have no problems following it I hope.

 

Edited by Retrospect
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i had my phone turned up, clicked to watch the video..BLAM!! scrared the hell out of me!! lol..jailbreak got my attention!

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