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Everything posted by Sinphaltimus
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I will take good care of it to ensure that if the time comes, I can do the same for someone else. I'm grateful. Thanks.
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I will start a new thread when I begin my 32k internal memory modification. Just sharing the joy one last time here...
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New 32k XB Game:ZOMBi (work in progress)
Sinphaltimus replied to Sinphaltimus's topic in TI-99/4A Development
Note to self...DISPLAY AT ***BEFORE*** CALL VCHAR !!!! It took me way too long and too much debugging before I figured that one out. Never even knew it was a thing. Just by chance thought I'd give it a try. Yeah.. Anyway, now that I'm done talking to myself out load in text on a forum. Here's my latest advancement. I have the infrastructure in place for score, health and inventory. It's buggy and laggy. I'm not optimizing for a bit yet. I still have other things I need to code in before I start trimming code, optimizing tasks and fixing issues. What I have to do in the short term is get Zombies moving with basic AI, figure out increasing difficulty per board (level), figure out board(level) advancement, combat system and damage. For now, I have the GUI in place and working.- 199 replies
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Oh, uhm. Wow. That all sounds great. I will go check those out. Thank you for this info. I'd love to get the GVP working again but I don't think it is a problem with the GVP per se'. As I mentioned, even with the GVP powered off (no power connected) my A500 will not boot if it is plugged in. I check as best I can but I don't see any shorts or anything. When the two units are separate they both power on independently and sound like they are in perfect working order (well I can play games and boot WB on the A500), the GVP spins up the HDD and I even hear it initialize after. So those are all good signs, just not together. After reading what you shared, I care less. And am more inclined to go with a more modern upgrade.
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Originally from NYC, I moved to the Poconos (North East PA) about 13 years ago.
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Whoa what?!?! I live in Pennsylvania. 18326 - Please don't be on the opposite side of the planet.
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Quick question. Does this ide card require a peb or other anything else beyond a 32k console? If not, I'm interested as well. Not looking to spend hundreds on a peb.
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32k expansion for the side port - released
Sinphaltimus replied to jedimatt42's topic in TI-99/4A Development
This all sounds very exciting. All the best to you. As for your connector issue, what about a small riser board between the connector and the main pc board just to pass the connections? It might add more than what you want but couldn't too much be better than not enough in this instance? -
New 32k XB Game:ZOMBi (work in progress)
Sinphaltimus replied to Sinphaltimus's topic in TI-99/4A Development
OK, nothing here changes as far as game play. However; this is another milestone revision. I never really wrapped my head around arrays (I know right) until today. Since I'm generating loot randomly, i have no way of knowing what loot type the player is COINC with. I had to figure out how to use an array to store the needed attributes I figure I will need to identify each individual loot item after it has been created. For me,this is a huge leap forward in my coding capabilities. And they are so simple to understand. Not complex at all. Not sure why I've always had a problem with them. Anyway, here is the subsystem for the coming scoring system . The first few lines I create the array and variables The bottom section of code (loot distribution system) is where I record the location and types of loot being distributed. Next, I'll use the COINC to find the correct loot item in the array using the Sprite number and location. This wont work with zombies once I start moving them but they aren't collectible loot either and will behave differently within the scoring and COINC behaviors. So that's it for this version. I'm collecting row coord, col coord, char code, points and sprite number- 199 replies
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What about not "as-is"? Is the process the same as putting XB programs on FR99? (Save as merged, compile in EA to create E/A5 bin, use ti99dir to add v9t9 headers, use Module creator to make a non-inverted cartridge ready bin for fr99)
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So I dismantled this thing and everything seems in order. Without any ram installed and all jumpers set accordingly, the A500 will not boot if the GVP is connected. Doesn't matter what position the game/auto boot switch is in, doesn't even matter if the gvp is powered on or not. The A500 doesn't crash or lock up, it just never makes it to boot (purple screen is all) or the insert floppy screen. The power light and activity light do not come on but the caps lock will blink at power on and will illuminate when pressed. Pressing A+A+Ctrl reboots the machine as I can see the caps lock blink. I've checked the side bus where everything connects and it all seems perfectly fine. No sign of damage or dirty contacts or anything. It seems non destructive as disconnecting the gvp allows the A500 to operate normally. Just suck not to have a work hdd system. So I went out and ordered the GOTEK floppy emulator for the time being. Are there any products or hacks or kits to make a working disk controller for the A500? scsi or ide doesn't matter. What about some flashrom kits or projects? CF? Another floppy replacement to allow hi speed read/writes at greater capacity than a floppy? As a boot device? It's been so many years I had to look up the basics again, like why was there a trace lead on my 3.1 kickstart chip? Oh yeah, there it is. I've got a lot of mental dusting off to do..... Just looking to get my A500 back up and running again as if it were booting from hdd.
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I don't have an F19A however I see other benefits to RXB. What are my restrictions? Keep in mind, if you don't already know, my goals are simple. I will develop on the PC and use the flashrom99 to execute my programs which does mean recompiling and getting in to proper non-switched bin cartridge format. Can anyone just run rxb programs even if they don't have rxb? Does it translate to fr99 well? etc... Although, is there another thread for this, we've kind of gotten away from anything eBay related.
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New 32k XB Game:ZOMBi (work in progress)
Sinphaltimus replied to Sinphaltimus's topic in TI-99/4A Development
I don't feel like I've earned my programming wings. I know what little I know with TI-basic and XB and am more comfortable coding in B/XB than a more modern approach that gets translated. That's just me and my confidence level. I'm probably intermediate level with GML which is Game Maker Language (Way higher level than this stuff). And I'm ok around command prompts and bashes of any kind. The TI Started me on Coding and by the time I got an Amiga I didn't need to code the programs I wanted anymore. I could buy other peoples programs and then just get to work on the art whether Audio, Visual or both. The Amiga brought me in to 3D animation mostly but it also fostered audio. I never had the urge to code on the Amiga at all. With the PC, Besides a career in IT, as a hobbyist, I am in to game development for Android. May do something for PC but it's all via Game Maker Studio. As creative visual person I needed to learn some coding to make the art and games I wanted to create. Now I want to create more and learn more coding. So for inspiration and exploration, I came back to where it all started. Literally getting back to the BASICs. And now I'm motivated enough to be doing hardware mods and creating more apps. I am going to start learning Assembly within a month or two. That maybe something I'll carry over and do on the Amiga way later. I believe it will make me a better programmer and technical artist over-all. If I'm wrong, I'm having a ton of fun being it. If I'm right, there's a lot more fun to be had with the TI and more.- 199 replies
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New 32k XB Game:ZOMBi (work in progress)
Sinphaltimus replied to Sinphaltimus's topic in TI-99/4A Development
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New 32k XB Game:ZOMBi (work in progress)
Sinphaltimus replied to Sinphaltimus's topic in TI-99/4A Development
This is a huge milestone. I have the loot distribution system created and working, yes I include zombies in the loot category. Right now there are 4 different types of loot. melee weapons (resembles a sword), ranged weapons (resembles a crosshair), health (a heart) and a zombie (green dude). They are nothing more than static sprites at the moment and collecting them does nothing more than delete them.- 199 replies
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New 32k XB Game:ZOMBi (work in progress)
Sinphaltimus replied to Sinphaltimus's topic in TI-99/4A Development
That's my long term goal. (AL)- 199 replies
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New 32k XB Game:ZOMBi (work in progress)
Sinphaltimus replied to Sinphaltimus's topic in TI-99/4A Development
OK, I guess joystick is not required in emulation since you can set the keyboard as the joystick- 199 replies
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Graphics on your TI... are YOU interested?
Sinphaltimus replied to Omega-TI's topic in TI-99/4A Computers
PeBo - Thank for that. It's very encouraging. It's my pleasure and it's with the help of others that I am able to do these things to share. As for the running jumping man... His journey continues here - http://atariage.com/forums/topic/255837-new-game-wip-zombti/ -
New 32k XB Game:ZOMBi (work in progress)
Sinphaltimus replied to Sinphaltimus's topic in TI-99/4A Development
OK the redundancy part: Joystick required. Left right only. Up and down will reset the demo which is exactly what happens when you reach the exit. Fall down holes to reach the next level. You can jump over holes if you want to. In the future, you will need to in order to get perks like a weapon or a bonus life or something that will make jumping over the hole worth while. Run with cpu throttle at normal do not overclock. Speeding up cpu performance has a direct negative impact on the jump distances. Boards are randomly generated.- 199 replies
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New 32k XB Game:ZOMBi (work in progress)
Sinphaltimus replied to Sinphaltimus's topic in TI-99/4A Development
Great tip for the spoilers - thanks. I will def check out that resource, thanks. Jump animation - yes, this is by design. At least for now. I went another route where the jump could be interrupted and things got real laggy so I cut it out...for now. For this kind of game though, it's like, you commit to the jump. Pass or fail. One bug I have is that it doesn't multi-jump until after you move left or right after a jump. I've got that on my bug list for later. I'm gearing up some more code. I now have this...- 199 replies
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] ZOMBi v0.54 beta >>>DOWNLOAD>>><<<HERE<<< continue reading for more details. Whether or not you've been following this thread :http://atariage.com/forums/topic/254360-graphics-on-your-ti-are-you-interested/ I hope you'll enjoy this. I started doing animation and graphics stuff on that other thread. Then I started using joystick controls etc.. I made a little pixel man that runs and jump. Then I added a random hole he could fall into or jump over. Then I got an idea for a game so I'm going to make it. It's called ZOMBi. GAME IS CURRENTLY in ALPHA version. Beta coming soon! (maybe) *IMPORTANT* - game is no longer playable in Extended Basic (way too slow to be considered playable). You must load the ZOMB54-A file into Editor Assembly Option 5 or load the .bin file on to a FlashRom99 or in to Classic99(8.bin) to play. (3 easiest methods, there are more) To play test, download the zip for the Source created in TidBit, 8.bin file & Extended Basic Text for Classic99 use and non-inverted rom created using Fred Kaal's Module Creator 2. Image compression and compiling made possible by Harry Wilhelm's XB256 and Harry Wilhelm's 256 Compressor - both available via Classic99. ZOMB54-A,-B,-C = EA5 files created using editor assembler cartridge via classic99. Use this to load option 5 DSKx.ZOMBI47-A ZOMB54-X = classic99 save file executable using Harry Wilhelm's XB256 ZOMBITS3-M = classic99 saved merge file of compressed title screens using Harry Wilhelm's Compiler ZOMBIV054-32K8.bin = FlashRom99 and Classic99 ready bin file 32k - copy to FlashRom99 or Load as cartridge in classic99. ZOMBtiV54MERGED.txt = Extended BASIC Merged code of ZOMB49-x above, in plain text for review only. ZOMBtiV54_source.txt = my original plain text source code created for TidBit translation. How To Play: About: This is meant to be a semi casual zombie survival game to escape a skyscraper. Play for score (session high score coming soon) Combat: Joystick up = A melee attack and is a swing attack that covers the space directly in front and behind the player. You get one attack per inventory item. Melee destroys loot. Joystick down = A ranged attack. Fires one bullet in the direction the player is facing. One shot per inventory item. Bullets destroy loot. Bullets miss everything within 5 spaces and will lose accuracy over long distances. Find the sweet spot. ZOMBiES: Will grab you and attack you at lower levels. Hold jump to escape, try hitting with melee, break away as fast as you can. DODGE: You can attempt to dodge zeds by jumping past them. LOOTING: Will slow you down, jump past it to dodge the loot if you need to. Controls: X=Quit, R=Reset game, Q and Controller Button = Jump, Joystick Left/Right moves left/right, Joystick up = melee attack - Joystick down = ranged attack. *Developer cheats for testing: Press B to advance a level downward - no points given - used to test loot balance level progression. Notes: Don't mash the jump button, press and hold. It is not possible to run over holes or run past loot without picking it up. The crumbling floor on each side of the hole? Be careful of loose gravel, you can slip and fall. Backstory: It's the zombie apocalypse. Hordes of the living dead are roaming the streets, you hear a helicopter and climb the tallest building level by crumbling level. You get to the roof and just as you make it to the end, the roof door is barred and you hear the helicopter motors fading in to the distance. Then you hear another sound. The sound of the dead creeping in and closer. They must have followed you. Now, it's time to get out. Escape to the ground floor street level. Good Luck. V0.54 changes: On Going - Optimize variables - reduce & reuse - save ram. Was able to free up 200-300k program space. More to come. Eliminated need for Melee and Ranged loot sprites. using call v/hChar instead. Reduces sprites per line in most cases and gets rid of 2 coinc checks for zeds. This also requires weapons and floors and walls be the same color. Going to play with the color and try out several different ones. Maybe give a new color every x levels.. . KNOWN ISSUES: NOT ALL FUNCTIONALITY HAS BEEN DEVELOPED AS OF THIS VERSION. Bullets missing zombies a lot more often now. Need to fix. On levels full of zombies, game is too slow to play. You can experience this on level 90. Press B to skip to the next board. Need to optimize COINC further. Highscore screen and you are dead screens need fixing to display score/highscore. Loot balance zombie distribution. Need to save zedstepr to fix all animation glitches where zed legs slide. To Do Next: On Going - Optimize variables - reduce & reuse - save ram Adjust girder and weapon loot color. Put back player damage while crouched. Use on GoSub to reduce amount of code? CHECK PERFORMANCE WITH 14 ZEDS, WITH 14 ZEDS FOLLOWING. ****super slow**** Change delay in title screens (check Sr. Falcons coments around v048-050) Mitigate known issues as they arise Continue to add more comments to source code Remove developer cheats. Running low on memory. Barely able to run in XB256 PC Overdrive via classic99. Maybe Not - Free Pass: At level 10 and below, you get one freepass to use per level. You use it or lose it at the exit. A free pass will give you 5 health, 10 melee and 10 ranged in inventory.You can use the free pass once per level from this point on. It will cost you 333 points each time used. Nothing is free. Use jump and hold joyst down when landing to use free pass power up. Final level showdown. Add SYMM to title. Add credits screen to include products used and community support. MUSIC/Soundtrack Then there's all the secondary stuff and polish. Like having Zombie death and loot destroyed animations with sound effects. Possibly redoing much of the existing artwork. Maybe change up ZEDai so they will randomly change direction instead of waiting to hit a hole. Change Log: V0.53 changes: FIXED* There was a glitch where graphics are lost and all sprites disappear during jump routines. Changed _JUMP from a GOSUB to a GOTO and RETURN to a GOTO _SPIDLE effectively by-passing any chance of creating the condition that was causing this. I HOPE. all my tests conclude this is fixed. V0.52 changes: FIXED* Weapons not working against zombies on bottom level of board. FIXED* There is a glitch where graphics are lost and all sprites disappear. FIXED* Bonus level every 10 levels starting at 90. V0.51 changes: Continued over-all code optimization. Optimize variables - reduce & reuse - focus on reducing ram requirements. New optimized collision detection checks. Zombi max speed and health increased at level 50. Alternate between Zombie movement and Zombie collision detection for better performance. Gutted out LO0T array and recoded combat coincs to conserve ram. Zeds now turn around with loot collision instead of walking over weapons for better performance. Bonus level every 10 levels (not tested) 90 - all zeds 80 - all zeds 70 - all hearts 60 - all ranged 50 - all melee 40 - all zeds 30 - all hearts 20 - all ranged 10 - all melee FIXED* zed va ranged loot no good. glitch with heartz bug reproducible. FIXED* Bullet Issues - visibility & collision issue. FIXED* NO ZED MOVEMENT DURING PLAYER JUMP? FIXED* No zed coinc during player fall. FIXED* Random loot throughout game will give multiple times. FIXED* When a lot of zombies on screen: FIXED* one of two on the same level = 1 Zombi will walk over holes. FIXED* Super slow performance during COINC checks and not turning around. Not so bad otherwise. FIXED* zed self collide get teleported to top level again. This darn glitch is back. Need to figure it out again. CHANGED - Zombies will not be able to change levels and there will be no crawler zombie due to 4 sprite per line limit. Maybe I'll make an f18a version. V0.50 changes: Fixed player/zombi collisions. Adjusted jumping animation Fixed double delay On instruction screen. Fixed .bin file issue that would crash classic99 and real iron upon load. It was a typo that made it through the assembly process. Fixed - Player can no longer hold jump button and skip across holes. V0.49 changes: More code optimizations. Namely in cleaning up and reducing variables. More source code comments. Removed looting delay for all items. Adjusted jump delay to discourage jump abuse. Increased player running speed by 2 (Doubling it). Adjusted Zombie hole collision turn around distance. Found and removed zombi random speed change at every cycle. This code was supposed to only be present when a Zombi is created and when a Zombi hits a hole to turn around or fall. Fixed Melee attack animation frame issue. Complete rework of all coinc routines resulting in huge performance gains. Number of Zombis no longer crushes performance. New arrays, one per loot item and one for all loot. V0.48 changes: Title and Instruction screens, move joystick to continue as well as hitting enter (for easy use on real consoles) Rewrote instructions for ranged. Changed girder graphics. Zeds at level 50 will fall to lower level as player descends. A lot more comments being added to source code. Fixed YAD screen goes to high score and not reset game. Fixed animation issues. Reassign charcodes to optimize animation performance. This broke everything and require going through all lines of code with a fine toothed comb. Which revealed many other bugs in the code that went undiscovered until now. Too many bug fixes to list when everything breaks. All items are now re-coded and fixed. V0.47 changes: Fixed dodging zed attacks. Removed player to zed coinc checks as we now have zed to player coinc checks. (more efficient) Adjusted Zombi attack rate.. V0.46 changes: Added more delay before jump. Added more delay at loot. Added a lot more comments to source code. Added 3 power ups to assist as things get difficult. At level 75 a health power up that will double your max health. At level 50 a ranged weapon power up that will double your capacity to 20. at level 25 a weapon power up that will double your melee weapon capacity to 20. At level 50 zombie health is increased by 50% At Level (board) 66 existing zombies will try to match the player's X position as best it can (chase the player) when on the same level At level 33 all zeds chase the player regardless of level they are on. Added framework for crawler. V0.45 changes: added more delay after jump. *needs more delay added delay at loot. *needs more delay zombies continue to move during player fall. *Fixed* High Score display between levels and at You Are Dead screens. Zombies destroy hearts upon contact. Rewrote the collisions a bit at the expense of performance. Will optimize in beta. V044 changes: Player starts game with full inventory. *Testing this out may revert to no inventory again* Rearranged source code for better readability (flow). Loot balanced to 25% Highscore YAD screen WIP. Needs a display at for actual score and test it first. *FIXED*Can't figure out why HSCORE not remaining. *FIXED* character Shooting stance *FIXED* last zed freezing when another zed killed. Zed teleporting to level1 - This was a bvuig related to how I was dealing with arrays. *FIXED* Melee attacks at far edge of levels could produce an out of range y coordinate for melee weapon attack sprite call. *FIXED* Bug in the way melee was being checked for coinc with loot AND ZEDS. *FIXED* a lot of bugs that were created by fixing previous bugs. too many to list. V043 changes: Improvements to jumping. Rewrote jumping behaviour. Title and instruction screen delay. To prevent skipping over instructions if ketpress not released soon enough. Ranged fixed (issues pertaining to bullets)- Completely rewrote the ranged attack routine. Bullets now destroy loot. *FIXED* No points for shooting zombies. You were getting points - the gui wasn't updating at kill time. *FIXED* Zombie health still at 2 hitpoints. Zombies noe have 4 hitpoints to start. 2 ranged shots or 4 melee to take one down. *FIXED* Need to spawn more zeds at begining of game - Adjusted Zombie and Loot balance *FIXED* Holes destroy bullets. - bullets now pass over holes.. Small chance a bullet will miss a Zombie. V042 changes: YOU ARE DEAD screen *fixed* Zombie walking animations *fixed* High Score displayed @death & level progression IDLE Step timer added - every (Board*2) steps, minus 1 point (encourages urgency). Bullets destroy loot Loot distribution balance adjusted - still testing. Gave Zombies more health. V041 changes: First iteration of Title and instruction screens are in game. YOU ARE DEAD screen reworked but incomplete. V040 changes: Zombie Health is now per zed. Currently 2hp. melee does 1, ranged does 2. Ranged weapons have no effect at close range and very long range. Find the sweet spot or miss. melee graphics changed. zed movement is now per zed with varying speeds. Loot distribution now evenly balanced, needs some tweaking. More code reduction and optimizing related to loot distribution and ranged combat. Loot balance issue - only guns lower than level 93 - FIXED Ded Zed - Sometimes Zombies spawn and do not move. - FIXED Zombies freeze during jumps. Can freeze them in time by holding jump button. - FIXED V039 changes: V039 changes: Zeds move! And that kills performance to the point that it cannot be played in Extended basic. So from this version on I'm including the TiBit source and Extended Basic source for review and include EA5 files and a .bin for use in flashrom99. If you want to play it in emulation, load the Editor Assembly Cartridge, option 5 load DSKx.ZOMBI39-A Gave player and zombies ability to exit sides of screen via doors to roll over the opposite side of screen. This eliminated a lot of over head and improved performance. Completely redid zed and charecter movement. It's not as smooth but it solves all colisions issues and it feels right for the game. fIXED BULLET VS zED ISSUES - SOME REMAIN. V038 changes: More code ops as I add more code. Side edge of screen glitch fixed. (Players could traverse the level by jumping and holding the joystick direction at the same time*not anymore) Much improved collisions and movement. Zombie spawn frequency adjusted. V 0.37 changes: Regained sprite by not using sprite for level exit.. Call hchar instead. COINC handled by screen position check. Loot balancing with board progression. (game balancing) More code optimizations: v37 after OLD (load): 6992 program free. 6992 stack v37 after RUN: 10606 stack free, 6000 program free. V 0.36 changes: Continued code optimizing. Also, Last version had label issues. It was a typo issue on my part using TidBit. I didn't think I uploaded that version since it was fixed prior to uploading v0.35. So here's 0.36 without the game crushing error. V 0.35 changes: Continued code optimizing. Console Ram: 24488 Program. v34 after OLD (load): 3797 program free. v34 after RUN: 2829 program free. v35 after OLD (load): 6734 PROGRAM FREE v34 after RUN: 6590 PROGRAM FREE V 0.34 changes: Added placeholders for moving zombies. Changed level count to reflect count down. Changed ExX in GUI to Level 99 levels to complete, Optimized a lot of code (Still a lot more to do) Moved development to TidBit (see source in zip) Console Ram: 11840 Stack, 24488 Program. v33 after OLD (load): 1554 program free. v33 after RUN: 10039 stack free, 730 program free. v34 after OLD (load): 3797 program free. v34 afterEUN: 10644 stack free, 2829 program free. V 0.33 changes: Added ranged weapon attacks Added more sounds Cleaned up all code comments and recoded an bunch of mistakes. V032 changes: Fixed Melee COINC issue caused by me debugging unrelated things. Added Zombie Hit indicator (Zombie flashes red when hit) Added more sounds V030 changes: Can jump while running. improved running speed. Re-Wrote Loot distribution and collision code and then fixed everything that I broke as a result. Fixed GUI display issue when ranged is full causing wrap around of value on the display. looting and zombie attacks slow you down. Added sounds for falling and loot pickup. Version 029 changes (*8/19/16) : Started high score frame work.. Zeds no longer die when in contact with player. Must be killed with Melee or Dodged for now. Added some sounds. ADJUSTED SCORING Fixed issue running across bottom floor caused by unused hole spawning there. Optimize COINC calls in regards to man vs loot and man vs wall. UNRELEASED: V028 changes: Major inefficiencies in dealing with sprites and sprite generation resolved Optimized coinc calls for better performance in regards to melee coinc detection Melee weapon attack system completed. Version 027 changes (*8/18/16) - X=Quit, R=Reset, J and Controller Button = Jump, Joystick Left/Right moves left/right, Joystick up = melee attack temporarily using just a high pitched sound for place holder. Joystick down = ranged attack temporarily using a noise for place holder. Adjusted running animations slightly. Set up weapon inventory. Entered new CHAR patterns and codes for ZEDS and combat. Setup empty framework for zed coinc and combat. version 0.26-081516 Level Progression Working with new GUI element. *Pushing Joystick up or down RESETS the game. Board progression works via the EXIT. Zombies do -1 heart/health damage. 0 health = death. Hearts = +1 health, 10 max. FIXED*Sometimes holes don't spawn where holes are supposed to spawn causing a "no exit" situation. I dunno why yet. FIXED*Sometimes loot doesn't spawn where it is supposed to. I dunno why yet. FIXED*Sometimes the player falls through the girders near or very far from the hole. I dunno why yet. New death screen. When at this screen, press any key, move joystick to push joystick button to play again. V030 changes: Can jump while running. improved running speed. Re-Wrote Loot distribution and collision code and then fixed everything that I broke as a result. Fixed GUI display issue when ranged is full causing wrap around of value on the display. looting and zombie attacks slow you down. Added sounds for falling and loot pickup. ZOMBiV054beta.zip
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Graphics on your TI... are YOU interested?
Sinphaltimus replied to Omega-TI's topic in TI-99/4A Computers
I think this will be the last post here for running jumping man. That is to say I'll probably start my own thread since I figure I might as well develop this in to some new game. Anyway, here I have gravity or falling simulated. You can jump over the hole but down get too close to the edge or you will fall in. Joystick Required. joystick up or down will reset the demo. Resetting the demo moves the hole to a random position. Left right joystick to move, any button to jump. 100 CALL CLEAR 115 RANDOMIZE 110 CALL SCREEN(2) 120 CALL COLOR(9,15,1):: CALL COLOR(2,14,1) 130 YP=9 :: XP=15 :: RS=0 :: CS=16 !start position direction and velocity 140 GRND=17 !current ground level on top girder (YP+8pixels) 150 !running patterns right 160 DATA 1818101010101018,1818183C1C142630,181A3C5E1A334060,18197E981C724100,18197E9818147243,1818385E581C2436 170 !stop and jump right 180 DATA 1818101010101018,000C1C3058081018,00000C1C305C1C18,0000060E183C0C18,0003070C18081018 190 !jumping right 200 DATA 0303040609081010,1818141810106000,1818103810180C00,1818503010180404 210 !landing right 220 DATA 0018183050180818,1818101038501018 230 !running patterns left 240 DATA 1818080808080818,1818183C3828640C,18583C7A58CC0206,18987E19384E8200,18987E1918284EC2,18181C7A1A38246C 250 !stop and jump left 260 DATA 1818080808080818,0030380C1A100818,000030380C3A3818,00006070183C3018,00C0E03018100818 270 !jumping left 280 DATA C0C0206090100808,1818281808080600,1818081C08183000,18180A0C08182020 290 !landing right 300 DATA 0018180C0A181018,181808081C0A0818 310 FOR CHRR=40 TO 45 !setup for creating running characters right 320 READ PAT$ 330 CALL CHAR(CHRR,PAT$) 340 NEXT CHRR 350 REM CHR=CHRR 360 FOR CHSR=46 TO 50 !setup for creating stop and jump characters right 370 READ PAT$ 380 CALL CHAR(CHSR,PAT$) 390 NEXT CHSR 400 FOR CHJR=51 TO 54 !setup for creating jumping characters right 410 READ PAT$ 420 CALL CHAR(CHJR,PAT$) 430 NEXT CHJR 440 FOR CHLR=56 TO 56 !setup for creating landing characters right 450 READ PAT$ 460 CALL CHAR(CHLR,PAT$) 470 NEXT CHLR 480 REM left running*********************** 490 FOR CHRL=57 TO 62 !setup for creating running characters left 500 READ PAT$ 510 CALL CHAR(CHRL,PAT$) 520 NEXT CHRL 530 FOR CHSL=63 TO 67 !setup for creating stop and jump characters left 540 READ PAT$ 550 CALL CHAR(CHSL,PAT$) 560 NEXT CHSL 570 FOR CHJL=68 TO 71 !setup for creating jumping characters left 580 READ PAT$ 590 CALL CHAR(CHJL,PAT$) 600 NEXT CHJL 610 FOR CHLL=72 TO 73 !setup for creating landing characters left 620 READ PAT$ 630 CALL CHAR(CHLL,PAT$) 640 NEXT CHLL 650 BGIR$="3C4426D999A5C3FF" !BAD girder for level HOLE creation 660 GIR$="FFC3A59999A5C3FF" !GIRDER FOR LEVELS 670 CALL CHAR(101,BGIR$,100,GIR$)!girder for level creation 680 GRAV$="FFFFFFFFFFFFFFFF" :: CALL CHAR(126,GRAV$)!THE HOLE 690 GOSUB 1880 !*******************************Create Level 700 REM******Create Sprite Idle******** 710 CALL SPRITE(#1,CHRR,6,YP,XP) 720 CALL JOYST(1,JX,JY):: CALL KEY(1,B,S)!check for joystick input (key is for fire button) 730 IF JY=0 THEN 740 ELSE 2070 740 GOSUB 2010 !fall check 750 IF S=0 THEN 1430 !no kb pressed check for joyst 760 REM ********jump routine check******** 770 CALL MOTION(#1,0,0) 780 IF CS<>-16 THEN 820 790 CALL POSITION(#1,YP,XP)!get new position for next sprite 800 GOSUB 860 ! goto jump left 810 GOTO 700 820 IF CS<>16 THEN 1430 830 CALL POSITION(#1,YP,XP)!get new position for next sprite 840 GOSUB 1150 !goto jump right************************** 850 GOTO 700 860 REM *************jump left routine********* 870 CS=0 :: CALL MOTION(#1,0,CS)!joystick button pressed so STOP running! 880 CALL SPRITE(#1,CHSL,6,YP,XP)!recreate sprite1 as stop and jump characters 890 FOR PT=63 TO 67 !setup stop and jump animation 900 CALL PATTERN(#1,PT)!ANIMATE 910 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 920 NEXT DELAY 930 NEXT PT !continue animating the stop and jump until done 940 CALL POSITION(#1,YP,XP)!get new postion for animating the jumping 950 CS=-20 :: YP=YP-3 960 CALL SPRITE(#1,CHJL,6,YP,XP,RS,CS)!recreat sprite 1 as jumping characters and put in to motion 970 FOR PT=68 TO 71 !setup jumping characters left 980 CALL PATTERN(#1,PT) 990 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 1000 NEXT DELAY 1010 NEXT PT 1020 CS=0 :: CALL MOTION(#1,0,CS)!stop motion at end of jumping animation to begin landing animation. 1030 CALL POSITION(#1,YP,XP)!get new position for starting landing animation. 1040 YP=YP+3 !RESET YP TO BE GROUND. 1050 CALL SPRITE(#1,CHLL,6,YP,XP) 1060 FOR PT=72 TO 73 !setup landing animation left 1070 CALL PATTERN(#1,PT) 1080 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 1090 NEXT DELAY 1100 NEXT PT ! continue landing animation until last frame 1110 REM CS=-16::CALL MOTION(#1,0,CS) 1120 CALL POSITION(#1,YP,XP)!get new position for next sprite 1130 REM GOSUB 1980 !fall check 1140 RETURN 1150 REM *************jump right routine****** 1160 CS=0 :: CALL MOTION(#1,0,CS)!joystick button pressed so STOP running! right 1170 CALL SPRITE(#1,CHSR,6,YP,XP)!recreate sprite1 as stop and jump characters right 1180 FOR PT=46 TO 50 !setup stop and jump animation right 1190 CALL PATTERN(#1,PT) 1200 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 1210 NEXT DELAY 1220 NEXT PT !continue animating the stop and jump until done right 1230 CALL POSITION(#1,YP,XP)!get new postion for animating the jumping right 1240 CS=20 :: YP=YP-3 :: CALL SPRITE(#1,CHJR,6,YP,XP,RS,CS)!recreat sprite 1 as jumping characters and put in to motion right 1250 FOR PT=51 TO 54 !setup jumping characters right 1260 CALL PATTERN(#1,PT) 1270 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 1280 NEXT DELAY 1290 NEXT PT 1300 CS=0 :: CALL MOTION(#1,0,CS)!stop motion at end of jumping animation to begin landing animation. 1310 CALL POSITION(#1,YP,XP)!get new position for starting landing animation. 1320 YP=YP+3 1330 CALL SPRITE(#1,CHLR,6,YP,XP) 1340 FOR PT=56 TO 56 !setup landing animation 1350 CALL PATTERN(#1,PT) 1360 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 1370 NEXT DELAY 1380 NEXT PT ! continue landing animation until last frame 1390 REM CS=16::CALL MOTION(#1,0,CS) 1400 CALL POSITION(#1,YP,XP)!get new position for next sprite 1410 REM GOSUB 1980 !fall check 1420 RETURN 1430 REM **************Check Joyst Options************ 1440 IF JX<>0 THEN 1470 1450 CALL MOTION(#1,0,0) 1460 GOTO 720 1470 REM ********running check*************** 1480 IF JX<>-4 THEN 1510 1490 CALL POSITION(#1,YP,XP)!get new position for next sprite 1500 GOSUB 1700 1510 IF JX<>4 THEN 720 1520 CALL POSITION(#1,YP,XP)!get new position for next sprite 1530 GOSUB 1550 1540 GOTO 720 !after RETURN goto joyst check 1550 REM ************run right routine******** 1560 CS=16 :: CALL SPRITE(#1,CHRR,6,YP,XP)!create the runner and send running 1570 CALL MOTION(#1,0,JX*4) 1580 FOR PT=40 TO 45 !setup for animating the run 1590 CALL PATTERN(#1,PT) 1600 CALL JOYST(1,JX,JY):: CALL KEY(1,B,S)!check for joystick input (key is for fire button) 1610 GOSUB 2010 !fall check 1620 IF JX<>0 THEN 1640 ELSE 1630 !not joy pressed keep running 1630 CALL MOTION(#1,0,0):: RETURN 1640 IF JX=4 THEN 1660 1650 IF JX=-4 THEN 1690 1660 NEXT PT 1670 IF JX=4 THEN 1580 1680 CALL POSITION(#1,YP,XP)!check position and store before stopping motion 1690 RETURN 1700 REM **********run left routine************** 1710 CS=-16 :: CALL SPRITE(#1,CHRL,6,YP,XP)!create the runner and send running 1720 CALL MOTION(#1,0,JX*4) 1730 FOR PT=57 TO 62 !setup for animating the run 1740 CALL PATTERN(#1,PT) 1750 CALL JOYST(1,JX,JY):: CALL KEY(1,B,S)!check for joystick input (key is for fire button) 1760 IF JY=0 THEN 1770 ELSE 2070 1770 GOSUB 2010 !fall check 1780 REM IF S=0 THEN 1750 else 1800 !nothing pressed for button keep running 1790 IF JX<>0 THEN 1810 ELSE 1800 !not joy pressed keep running 1800 CALL MOTION(#1,0,0):: RETURN 1810 IF JX=-4 THEN 1830 1820 IF JX=4 THEN 1860 1830 NEXT PT 1840 IF JX=-4 THEN 1720 1850 CALL POSITION(#1,YP,XP)!check position and store for next sprite 1860 RETURN 1870 REM ******************level creation************************ 1880 HLE=INT((RND*10)+10) 1885 CALL VCHAR(1,1,100,24) 1890 CALL VCHAR(1,28,100,24) 1900 CALL HCHAR(3,1,100,HLE-1):: CALL SPRITE(#2,126,1,GRND-3,(HLE*+1):: CALL HCHAR(3,HLE+3,100,28-(HLE+3)) 1910 CALL HCHAR(3,HLE,101):: CALL HCHAR(3,HLE+2,101) 1920 CALL HCHAR(6,1,100,28) 1930 REM CALL HCHAR(7,1,100,28) 1940 REM CALL HCHAR(9,1,100,28) 1950 REM CALL HCHAR(11,1,100,28) 1960 CALL HCHAR(13,1,100,28) 1970 CALL HCHAR(15,1,100,28) 1980 CALL HCHAR(17,1,100,28) 1990 CALL HCHAR(19,1,100,28) 2000 RETURN 2010 REM *************fall check******* 2020 CALL POSITION(#1,YP,XP) 2030 CALL COINC(#1,#2,6,C) 2040 IF C<>0 THEN 2050 ELSE 2060 2050 FOR FALL=1 TO 24 :: YP=YP+1 :: CALL SPRITE(#1,CHRR,6,YP,XP):: NEXT FALL 2060 RETURN 2070 REM ***********DEMO RESET************* 2080 CALL DELSPRITE(ALL) 2090 RESTORE 160 2100 GOTO 100 -
That's freaking awesome (48k). Duly Noted(ALC no VRam). I think I'm going to dive head first in to Assembly within another week or two. I want to verify my XB to FR99 path first after I do the 32k upgrade. Thank you again of course. You are a wellspring of info. I'm grateful for this community only a couple of weeks in.
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Graphics on your TI... are YOU interested?
Sinphaltimus replied to Omega-TI's topic in TI-99/4A Computers
Here's the instant stop version. I'm going to move on to gravity. A few notes: if you tap the joystick left or right, for subtle advancement, the rj man may not appear to animate. I'm OK with this. He's "sneaking inch by inch". If you tap left, the idle frame, I dunno what frame that is or why it gets stuck there. I will look in to it at some point but otherwise I cannot explain why it looks like he's about to pee. 100 CALL CLEAR 110 YP=12 :: XP=15 :: RS=0 :: CS=16 !start position direction and velocity 120 !running patterns right 130 DATA 1818101010101018,1818183C1C142630,181A3C5E1A334060,18197E981C724100,18197E9818147243,1818385E581C2436 140 !stop and jump right 150 DATA 1818101010101018,000C1C3058081018,00000C1C305C1C18,0000060E183C0C18,0003070C18081018 160 !jumping right 170 DATA 0303040609081010,1818141810106000,1818103810180C00,1818503010180404 180 !landing right 190 DATA 0018183050180818,1818101038501018 200 !running patterns left 210 DATA 1818080808080818,1818183C3828640C,18583C7A58CC0206,18987E19384E8200,18987E1918284EC2,18181C7A1A38246C 220 !stop and jump left 230 DATA 1818080808080818,0030380C1A100818,000030380C3A3818,00006070183C3018,00C0E03018100818 240 !jumping left 250 DATA C0C0206090100808,1818281808080600,1818081C08183000,18180A0C08182020 260 !landing right 270 DATA 0018180C0A181018,181808081C0A0818 280 FOR CHRR=40 TO 45 !setup for creating running characters right 290 READ PAT$ 300 CALL CHAR(CHRR,PAT$) 310 NEXT CHRR 320 REM CHR=CHRR 330 FOR CHSR=46 TO 50 !setup for creating stop and jump characters right 340 READ PAT$ 350 CALL CHAR(CHSR,PAT$) 360 NEXT CHSR 370 FOR CHJR=51 TO 54 !setup for creating jumping characters right 380 READ PAT$ 390 CALL CHAR(CHJR,PAT$) 400 NEXT CHJR 410 FOR CHLR=56 TO 56 !setup for creating landing characters right 420 READ PAT$ 430 CALL CHAR(CHLR,PAT$) 440 NEXT CHLR 450 REM left running*********************** 460 FOR CHRL=57 TO 62 !setup for creating running characters left 470 READ PAT$ 480 CALL CHAR(CHRL,PAT$) 490 NEXT CHRL 500 FOR CHSL=63 TO 67 !setup for creating stop and jump characters left 510 READ PAT$ 520 CALL CHAR(CHSL,PAT$) 530 NEXT CHSL 540 FOR CHJL=68 TO 71 !setup for creating jumping characters left 550 READ PAT$ 560 CALL CHAR(CHJL,PAT$) 570 NEXT CHJL 580 FOR CHLL=72 TO 73 !setup for creating landing characters left 590 READ PAT$ 600 CALL CHAR(CHLL,PAT$) 610 NEXT CHLL 602 gir$="FFC3A59999A5C3FF" 605 call char(100,gir$) 620 REM******Create Sprite Idle******** 630 CALL SPRITE(#1,CHRR,2,YP,XP)!create the runner and send running***What to assign chr*** 640 CALL JOYST(1,JX,JY):: CALL KEY(1,B,S)!check for joystick input (key is for fire button) 650 IF S=0 THEN 1290 !nothing pressed for button keep running 660 REM ********jump routine check******** 670 CALL MOTION(#1,0,0) 680 IF CS<>-16 THEN 720 690 CALL POSITION(#1,YP,XP)!get new position for next sprite 700 GOSUB 760 ! goto jump left 710 GOTO 620 720 IF CS<>16 THEN 1290 730 CALL POSITION(#1,YP,XP)!get new position for next sprite 740 GOSUB 1030 !goto jump right************************** 750 GOTO 620 760 REM *************jump left routine********* 770 CS=0 :: CALL MOTION(#1,0,CS)!joystick button pressed so STOP running! 780 CALL SPRITE(#1,CHSL,2,YP,XP)!recreate sprite1 as stop and jump characters 790 FOR PT=63 TO 67 !setup stop and jump animation 800 CALL PATTERN(#1,PT) !ANIMATE 810 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 820 NEXT DELAY 830 NEXT PT !continue animating the stop and jump until done 840 CALL POSITION(#1,YP,XP)!get new postion for animating the jumping 850 CS=-18 855 YP=9 860 CALL SPRITE(#1,CHJL,2,YP,XP,RS,CS)!recreat sprite 1 as jumping characters and put in to motion 870 FOR PT=68 TO 71 !setup jumping characters left 880 CALL PATTERN(#1,PT) 890 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 900 NEXT DELAY 910 NEXT PT 920 CS=0 :: CALL MOTION(#1,0,CS)!stop motion at end of jumping animation to begin landing animation. 930 CALL POSITION(#1,YP,XP)!get new position for starting landing animation. 935 YP=12 !RESET YP TO BE GROUND. 940 CALL SPRITE(#1,CHLL,2,YP,XP) 950 FOR PT=72 TO 73 !setup landing animation left 960 CALL PATTERN(#1,PT) 970 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 980 NEXT DELAY 990 NEXT PT ! continue landing animation until last frame 1000 CS=-16 :: CALL MOTION(#1,0,CS) 1010 CALL POSITION(#1,YP,XP)!get new position for next sprite 1020 RETURN 1030 REM *************jump right routine****** 1040 CS=0 :: CALL MOTION(#1,0,CS)!joystick button pressed so STOP running! right 1050 CALL SPRITE(#1,CHSR,2,YP,XP)!recreate sprite1 as stop and jump characters right 1060 FOR PT=46 TO 50 !setup stop and jump animation right 1070 CALL PATTERN(#1,PT) 1080 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 1090 NEXT DELAY 1100 NEXT PT !continue animating the stop and jump until done right 1110 CALL POSITION(#1,YP,XP)!get new postion for animating the jumping right 1120 CS=18 ::YP=9:: CALL SPRITE(#1,CHJR,2,YP,XP,RS,CS)!recreat sprite 1 as jumping characters and put in to motion right 1130 FOR PT=51 TO 54 !setup jumping characters right 1140 CALL PATTERN(#1,PT) 1150 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 1160 NEXT DELAY 1170 NEXT PT 1180 CS=0 :: CALL MOTION(#1,0,CS)!stop motion at end of jumping animation to begin landing animation. 1190 CALL POSITION(#1,YP,XP)!get new position for starting landing animation. 1195 YP=12 1200 CALL SPRITE(#1,CHLR,2,YP,XP) 1210 FOR PT=56 TO 56 !setup landing animation 1220 CALL PATTERN(#1,PT) 1230 FOR DELAY=1 TO 6 !these delays adjusts animation frame rate to match desired rate. 1240 NEXT DELAY 1250 NEXT PT ! continue landing animation until last frame 1260 CS=16 :: CALL MOTION(#1,0,CS) 1270 CALL POSITION(#1,YP,XP)!get new position for next sprite 1280 RETURN 1290 REM **************Check Joyst Options************ 1300 IF JX<>0 THEN 1330 1310 CALL MOTION(#1,0,0) 1320 GOTO 640 1330 REM ********Check direction and continue running.*************** 1340 IF JX<>-4 THEN 1370 1350 CALL POSITION(#1,YP,XP)!get new position for next sprite 1360 GOSUB 1550 1370 IF JX<>4 THEN 640 1380 CALL POSITION(#1,YP,XP)!get new position for next sprite 1390 GOSUB 1410 1400 GOTO 640 !after RETURN goto joyst check 1410 REM ************run right routine******** 1420 CS=16 :: CALL SPRITE(#1,CHRR,2,YP,XP)!create the runner and send running 1430 CALL MOTION(#1,0,JX*4) 1440 FOR PT=40 TO 45 !setup for animating the run 1450 CALL PATTERN(#1,PT) 1460 CALL JOYST(1,JX,JY):: CALL KEY(1,B,S)!check for joystick input (key is for fire button) 1470 IF JX<>0 THEN 1480 ELSE 1471 !not joy pressed keep running 1471 call motion(#1,0,0)::return 1480 IF JX=4 THEN 1510 1500 IF JX=-4 THEN 1540 1510 NEXT PT 1520 IF JX=4 THEN 1440 1530 CALL POSITION(#1,YP,XP)!check position and store before stopping motion 1540 RETURN 1550 REM **********run left routine************** 1560 CS=-16 :: CALL SPRITE(#1,CHRL,2,YP,XP)!create the runner and send running 1570 CALL MOTION(#1,0,JX*4) 1580 FOR PT=57 TO 62 !setup for animating the run 1590 CALL PATTERN(#1,PT) 1600 CALL JOYST(1,JX,JY):: CALL KEY(1,B,S)!check for joystick input (key is for fire button) 1610 REM IF S=0 THEN 1750 else 1800 !nothing pressed for button keep running 1615 IF JX<>0 THEN 1620 ELSE 1616!not joy pressed keep running 1616 call motion(#1,0,0)::return 1620 IF JX=-4 THEN 1650 1640 IF JX=4 THEN 1680 1650 NEXT PT 1660 IF JX=-4 THEN 1570 1670 CALL POSITION(#1,YP,XP)!check position and store for next sprite 1680 RETURN
