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Intellivision Programmer's Questionnaire - 2022
Intellivision Programmer's Questionnaire - 2022
16 members have voted
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1. What programming language do you use?
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IntyBASIC (BAS)14
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Assembly Language (ASM)5
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Other (please post a comment with your preference)0
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2. I chose my preferred programming language because ...
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BAS: I love BASIC!3
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BAS: Assembly Language is too hard.4
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BAS: I am not a programmer by trade, so BASIC seems easier to learn.1
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BAS: I hate Assembly Language.0
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BAS: IntyBASIC offers the features I need.7
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BAS: The IntyBASIC SDK makes programming games simpler.7
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BAS: There isn't a comparable Assembly SDK to make programming more accessible.2
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BAS: I already knew BASIC, so I'm comfortable with it.3
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ASM: I love Assembly, it gives me full power of the machine.4
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ASM: I hate BASIC.1
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ASM: That's what I know, and I can't be bothered to learn anything new.1
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ASM: IntyBASIC doesn't do everything I want.2
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ASM: The IntyBASIC programming model is different from mine.1
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ASM: I have my own Assembly Language library already that works for me.2
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ASM: I don't like "SDK" and frameworks that try to do stuff for me.1
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3. What media do you ultimately target with your games?
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Emulation (ROM) - Any emulator3
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Emulation (ROM) - jzIntv specifically6
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Hardware (PCB) - Old-school 16K classic "Mattel" cartridge0
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Hardware (PCB) - JLP (From LTO)2
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Hardware (Flash) - LTO Flash! or CC34
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Hardware (PCB) - Anything or everything out there.9
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Hardware (PCB) - Other (please post a comment with your preference)0
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4. If your target platform supports "special features," which ones do you actually use?
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On-board non-volatile memory (Flash RAM) -- for save-states, high-score tables, etc.5
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On-board extended memory (Cartridge RAM) -- for additional game variables, etc.8
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ROM Bank-switching -- for extra-large games.5
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On-board hardware-accelerated functions (math routines, etc.).2
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Digital Rights Management (DRM) hardware encryption -- to protect ROMs from unauthorized copy.0
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None, I'm not familiar with what those are.3
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None, I try to keep it "old-school."5
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5. If you use jzIntv as part of your development environment, which features do you actually use?
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Just the emulator to run and test my game.12
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Simple online debugger (breakpoints, watches, register and memory peek & poke, etc.)5
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Advanced source-level debugging (all online debugging features, plus source file and symbol mapping)4
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Custom color-palette.3
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Custom input/keyboard mapping (hackfile).1
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Snap screenshots (e.g., to review or fix graphics and design, or to illustrate in-game graphics).5
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Record video (e.g., for troubleshooting game-play behaviour, or to show trailers of in-game play).7
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Record audio (e.g., for troubleshooting sound-effects, or to share music tracks with users).3
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Switch between NTSC and PAL hardware emulation (i.e., to test on both frame-rates).4
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Expanded GRAM.2
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Emulation speed rate control (e.g., "macho" flag).2
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JLP hardware acceleration features.2
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EMU-Link file I/O support.0
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Emulated ECS tape controls.1
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"Cheat" codes.1
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Record voice samples.0
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I have no idea what any of these things are!0
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6. Which of the following features do you consider "standard" in modern Intellivision home-brew development?
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42K memory map.11
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Cartridge RAM (for game variables).7
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Flash RAM (for save-states).4
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Bank-switching (for extra-large games).5
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60hz frame-rates.2
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Voice synthesis (i.e. with an Intellivoice add-on).2
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6-channel audio (i.e. with an ECS add-on)4
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Cartridge hardware-acceleration features.1
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In-game music and sound effects.11
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7. Which of the following programming libraries/features do you use or would use if they were available in your language of choice?
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Pseudo-random number generator.7
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Hand-controller decoder (i.e., it will debounce and decode, and trigger events without having to poll manually).5
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Music player/tracker.10
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Sound effects engine.9
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Timers for triggering periodic or timed events.7
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Sprite motion engine (i.e., set velocities in X/Y axes and their positions are updated automatically).4
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Smooth scrolling.7
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Text-to-speech.3
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Sprite animation engine (i.e., give an array of picture cards and a frame-rate, and the sprite is updated automatically).5
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Optimized physics functions (projectile trajectory, convergence, acceleration, friction, gravity, etc.).6
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Optimized trigonometry functions (sine, cosine, tangent, etc.).2
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Collisions engine (i.e., define regions or bounding-boxes, and it will trigger events automatically when objects collide).9
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An Integrated Development Environment (IDE, like Visual Code, XCode, Eclipse, etc.).4
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Locally scoped or lexical variables (e.g., local to a subroutine)3
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Parametized subroutine calls (i.e., like standard BASIC subroutines with input argument variables).4
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Parametized function calls (i.e., like standard BASIC subroutines, with input argument variables, that return a value).5
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Software sprite engine (i.e., for moving objects drawn in the background).3
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Bloxel bitmap routines (i.e., using Colored Squares mode and treating the screen as a bitmap of "blocky pixels").1
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Strutctured programming (i.e., Gosub instead Goto, encapsultion of functionality, etc.).7
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Nothing, I just need access to the hardware and a compiler or assembler, and I can do everything myself.3
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8. The primary reason you program Intellivision games is ...
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for fun! fun! fun!9
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to get my name "out there."1
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to help others with their own projects.0
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for the challenge.2
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to keep busy during summer vacation, train commute, rainy days, etc.0
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It keeps quiet the voices in my head.0
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as a side job for spare cash (beer money, pay rent, medical bills, gambling debt, vices, etc.)3
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as part of reverse-engineering research or historical preservation efforts.1
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other. (Please post a comment with your reasons.)0
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9. As a programmer, I am actively working -- or plan on working -- on the following type of games ...
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Classic game ports5
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Original property (possibly inspired by, but not reproducing, classic games)12
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Shoot 'em ups5
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Real-time strategy (RTS)0
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Puzzle and logic4
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Dungeon crawlers4
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Educational1
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Classic adventure (like the old Lucas Arts or Sierra games, etc.)4
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Side-scrollers3
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Platformers6
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Christmas or Holiday themed2
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Board game ports3
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Maze2
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Arcade action5
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Survival horror2
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Party games1
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Sport simulations0
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Enhancements, additions, or "hacks" to classic games1
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Not games: Compilers, frameworks, libraries, and other development tools1
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Not games: Reproduction or preservation of vintage hardware or software from the early Intellivision days2
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Other (please post a comment with your preferences)0
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10. As a programmer, I think Intellivision games should ...
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be original titles.11
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cover more ports of the classic titles.1
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have fluid sprite animation and motion.6
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include multiple levels, stages, scenes, etc.9
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have cool & original music and sound-effects during game-play.9
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have custom graphical title or splash screens.5
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include cut-scenes or interstitial screens to add interest to the game.3
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have interesting story, theme, or characters that give the game depth.5
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support two players (co-op).2
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support two players (pvp).2
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support save-states.3
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be easier to play for casual gamers.1
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be harder and more challenging for hardcore gamers.0
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have cool easter eggs for the player to discover.5
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be funny, whimsical, quirky, or otherwise plain old fun.9
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be serious and tackle weighty subjects.0
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be cheaper than they are now.5
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be more expensive than they are now.1
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be grouped into distinct price or quality categories.2
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support a variety of genres, categories, or styles.7
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focus only on the most popular genres, categories, or styles.0
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be published in glossy boxes with extra "feelies."1
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Other (please post a comment with your thoughts on Intellivision games)0
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- Poll closed on 07/31/2022 at 03:59 PM
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