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  • Bri's House
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  • The Upward Spiral
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  • Arcade Attack - Retro Gaming Blog
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Found 5 results

  1. Hey all, Has anyone made a routine to print a string rotated by 90 or 270 degrees? I'm looking at supporting a horizontal orientation and wondered if there was a known solution out there already. Cheers!
  2. Like the topic says.... is there a way to use PLOT and DRAWTO to quickly drawn lines with the line drawing characters? Here's what I understand so far after some research: You can use PLOT and DRAWTO in a text mode. The COLOR statement is used to determine what character is output. The COLOR statement is ranged 0-255 (8 bits), but the 1st two bits are said to control color of character, and the last 6 to identify which character. Six bits only allows for 64 possible characters (out of 128 + another 128 inverse). When I wanted to plot an ATASCII 17 (upper left corner drawing character), I instead neded up with a Q, ATASCII 81 (in the next set of 64 chars). So, how do I plot box corner characters and "draw" box side characters between them? Also I'm pondering... normally the COLOR statement determined which color register will be used for subsequent plots. There are 5 color registers (0 - 4). When doing graphics, the least sigificant bits given to the COLOR statement determine which register, Why is it that the same COLOR statement, when using for text mode, has the two most significant bits deal with color? Also, since it is just two bits, it could only refer to teh 1st four color registers and not the 5th one. That's okay I suppose, but do they even refer to color registers at all? Any of you gurus able to help clear this up?
  3. I could probably work this out with enough time, but I guess that enough of you clever people know how to do something like this.... I have an integer stored as a byte which can be a value of between 0 and 99 inclusive. I then want to create a filename, so I need this number as text. If the integer is between 0 and 9 inclusive, I would like to print it as "07" (i.e. a zero at the start). If the integer is greater than 9 and will always be less than 100, I just want the number as the 1st 2 bytes of the filename. I want some compact code to do this, could I use CIOV somehow? Or can I do better with your code?
  4. Is there any possible way to convert a standard windows text file (say test.txt) into a TIFILE, so that I can convert it to a wav and load it on an actual TI99/4A? The test file would consist of BASIC code, such as: 100 PRINT "HELLO WORLD" 110 PRINT "THIS IS A TEST." Now of course, with code that short, it would be easier to just retype. But I have other code that is hundreds of lines long. Would this be possible by any means? I have tried looking for programs with no luck.
  5. So... I spent some time writing and converting the baseball game for the BBS. Now I have another itch--- An XB Adventure game which does not require the Adventure module... Primarily to run on the BBSes as well. Here's the plan: Come up with the premise, collect input from the members here on Atariage, write the game for the BBS, then get the "go-ahead" from the SysOp(s) to add it to the BBS as a playable door game. I had started work on a Beryl Reichardt adventure game, but scrapped it when I realized how inefficient the code was... I was able to read a book on Planet-99 which gave some very interesting insights into the development of the Adventure games and it really got me going! The methods described there are fascinatingly simple and straight forward and allow for a TON of stuff to be coded in with minimal duplicate code and minimal program space. Using a string variable array and TWO standard variable arrays is the key to having your map laid out AND having the ability to stock your world with the items you'll need to design the quest as you see fit. The key to the game is the parsing engine... How does the user communicate with the computer to TELL IT WHAT HE/SHE WANTS TO DO?!?! Well, as we all know, a computer doesn't speak english, and we cannot possibly code in every possible command. Therefore, we create a parsing engine which takes a noun and a verb (two separate string variables INPUT from the user) and attempts to read those from a list of acceptable nouns and verbs in the system. For instance, "OPEN DOOR" contains a verb and a noun. A successful parsing engine would read the noun (to determine if that thing (the door) is in the vicinity) and IF that noun IS legal, read the verb (to determine if the selected action can be performed on the noun)... For instance, "EAT BREAD" is cool if you have bread in your inventory. "EAT DOOR" does not work, even if DOOR is in the current "room." In this case you have a valid noun but an invalid verb to associate with that noun. This is the basis of the parser, and I have a much better understanding of it now than I did two days ago. With Willsy's permission, I will post a zipped pdf file of the book I'm referring to to this thread, once he gets on and allows it. =) Is anyone interested in participating in this development project? I will not be starting it immediately, as I have some pressing matters at hand writing some music and working with a couple suites... (ASLP by Hully and XB256 by Harry)... I would say that in the next week or two I will be returning my attention to this project. I just got my PEB set back up tonight and I'm picking up a monitor on Sunday, so I'll be hardware-active again this weekend.... WOOO HOOOO!!!!! That's an exciting thing for me.
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