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adamantyr

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Everything posted by adamantyr

  1. The Librum Asmusr only has combat spells. So there is no cast option in travel mode. Ammunition should not have an examine option, this will be fixed in an upcoming build. For game crashes, I need specific examples. Two testers played through the game with no significant crashes. What enemies, how many, at what point did the game crash?
  2. Ah there it is. Yeah, every turn it was re-asserting a player was disabled, and wiping out the unit value present on the map. That created a situation where attempting to attack the monster made you just move over them instead. I will have a fix in the next build shortly.
  3. My apologies, Astharot, but I am having trouble understanding what the problem is and what configuration you are using.
  4. Okay good, that gives me something to work with on a repro. One question, was a monster on top of you when the character was revived, and he appeared in a different square?
  5. Ah, I had a similar report elsewhere... did any of your characters get disabled and healed during battle? I need to probably start trying to repro that one... *sigh* It seems to be an edge case, it doesn't happen that frequently.
  6. You can find details here on setting up Classic99 for a custom ROM: http://quixotic.adamantyr.com/roa-running.htm Also, you can load the game via other cartridges. You'll need to extract LOAD, ROA, and RPG from the ROA-GAME.dsk file under Disks using TI99Dir, as I didn't provide those in the Data directory, and place them in the same folder.
  7. I tested it, it looks like it's working fine. There was another app-related issue that if you forget to change the disk configuration it automatically thinks all the files are on DSK1. I've updated the SAV image on the disk images to a more reasonable DSK2 and DSK3 for world disks, respectively, since anyone using the disk images is probably going to be doing something with multiple drives.
  8. Tested and it works! One other thing, Vorticon. You'll need to do disk configuration prior to starting a new game. The default SAV file is set to expect everything on DSK1.
  9. LOAD and SAVE are constrained to the size of VDP, and only work on a single file in one swoop.
  10. It's not that unusual. And it's necessary because the data is not structured in a record format, it is highly variable in size so it tracks by sector location, sector offset, and # of sectors. It is in fact a file copy of sorts; at the start of a new game it has to make pristine copies of the original mob files back over top the saved game files for use. Saving your game later has to output the entire file as it loads one whole file into active SAMS for easier access and also not forcing you to save your game every time you change maps, which would be awkward.
  11. Character data is stored in a PROGRAM file, which is saved under a different DSR program. So that's being preserved. What is not being preserved is mob data which is stored in SG0-SG3 files.
  12. My guess is that it's not. You're probably playing on the same files as your prior game.
  13. Yep, operation not supported on this disk type.
  14. You may want to bring up the debugger then and see what it's saying as it attempts to create an adventure. It does a disk file by sector operation and both loads in all the contents from MB0 to MB3, then writes them to SG0 to SG3, respectively.
  15. Are you per chance using disk images? I think Classic99 still doesn't support disk images for write operations.
  16. Yeah, I know right where in code it was, I was setting the external video bit. Interesting! I guess I never tried creating a new party on hardware or I'd have noticed. Fortunately it's not a game-breaker. I've got one other bug which isn't a game-breaker fixed for the next one, I'm just waiting for feedback/input before a new release. Adam
  17. Curious myself but its definitely an edge case. I know the routine to create a target unit list pretty well. And whatever causes it is very rare.
  18. Hmm okay. So the phase with the weird screen is it sets back to regular graphics mode to do file updates to restore the SG files (0-3) to start game state. I had to change graphics modes because my experiments found that even though the VDP should have been able to deal with it it in practice didn't. The fact the game remains stable and returns you to the main menu means its not crashing though. Just a graphical glitch. I'll have to test it on my hardware configuration to see. It doesn't replicate in Classic99.
  19. Is this on hardware? Do you see the creating new adventure followed by the intro? Please describe the exact set of events.
  20. Thats odd... let me know if that happens again. I like seeing it on the classic TI monitor!
  21. Nah, it's more that they didn't provide any assembly support on the base console.
  22. Attention all: First bug reported! The scare spell crashes the game. I've already got a fix ready, now I just need to work with Greg on getting it out to the public... or waiting to see if other bugs come up first.
  23. If you don't have a FinalGROM to load the ROM on, you'll need one of those three cartridges to play the game.
  24. The last tester who completed the game took 191 hours. If new versions are released due to bugs and updates, anyone who purchased the software will get the update, probably through notification via email. If the changes necessitate an alteration to the cartridge ROM that gets a bit trickier but it can be fixed.
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