tdc Posted January 20, 2013 Share Posted January 20, 2013 (edited) Calamaris - the screen jumps (is this you bing shot) are there any instructions (I pressed 1-7 and selected the destinations? using Up/Down but could't figure it out? This is the introductory instruction: (Google translate): At the beginning of the game we are under attack, but the press: - Tab Initially because our ship is in excellent condition and easily deal with this attack can handle (in my case the damage to the ship as a result of the fight were 21 units (down to 234 pts.), Which is not dangerous). Time is accelerated further, so it's better to stop it. When you see the message on the console, "The attack was repulsed," re-press: - Tab From now on, the time of the game runs almost in real time. Now you can easily make any changes, select a destination flight, etc. We are now in outer space, so few options are available. One of the first things you can do is visit the nearest planet. To do this, go to the Dashboard by pressing: - 2 select a planet on which we fly, a single press: - Minus - the up arrow We selected target flight "Jaggi 165" that inhabited Malanie. Or choose the other planet or accept this choice: - Return At the top of the screen shows the value of 264, which is the distance to the planet. When you select a planet automatic engine start (slow). To speed up the flight press: - Tab On the desktop, the flight speed of command, we see 10000, and on the navigation panel, decreasing the distance to the planet. If you do not happen the way we thing it safely arrives at the "Jaggi 165" (which is now displayed on the dashboard is not the objective of the flight, but as the planet on which we are). On the console shows "engines stopped, the destination has been reached" (automatic time the game has been slowed down, no need to press the Tab key), plus if people want it / have what appears the inscription "We are happy we trade." We go to commercial desktop by pressing: - 3 Where's the list of 18 stocks that are in our hold message is displayed such as "Sell" or "Buy". Below is given the object, its price, quantity already sold / purchased and the amount that is in stock, etc. In my case it is a "force field generator, 10500, 2, 2 '. Which means that by pressing two times: - Return I sell / buy two of these items. It's a good start: the first planet landed in and bought / sold the first example, two objects. What to do next? It's up to you Edited January 20, 2013 by tdc Quote Link to comment Share on other sites More sharing options...
+JAC! Posted January 21, 2013 Author Share Posted January 21, 2013 (edited) Thanks Tomasz. I have reworked and reformatted the Google translate result a bit and added it to the disk. CALAMANI.TXT Edited January 21, 2013 by JAC! Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 21, 2013 Share Posted January 21, 2013 Jac, will you release the source code, too? (oh... maybe the link is on Pouet already, appologise, if so... haven't checked yet) Quote Link to comment Share on other sites More sharing options...
+JAC! Posted January 21, 2013 Author Share Posted January 21, 2013 Of course. Link is in the first post already. Both download archives behind the links after updated whenever I fix/add something. The status bar of the menu display thes release date. I'm really happy I created a script for that this time :-) Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 21, 2013 Share Posted January 21, 2013 just screened the code. simply wondering why you have x0 font used? i have used a 4bit font in MetaLlamas Intro, too and why did you not packed the x0 and 0x together? I have seen that you are shifting the font? or was it simply because of time and budget but need to check how did you managed to scroll the stuff so fast... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 21, 2013 Share Posted January 21, 2013 ok... another stupid question... while loading the menu.asm... trying to assemble it in eclipse I got errors? many undeclared labels? but when checking your bat file... I don't see any strange things? Quote Link to comment Share on other sites More sharing options...
+JAC! Posted January 21, 2013 Author Share Posted January 21, 2013 (edited) >simply because of time and budget It's because I wanted to get the menu done and scroll quickly, I "simply" print the whole menu into memory. That means I have to "print" about 36k of graphics 8 screen memory at once when you boot or return to the menu with RESET/after starting an entry. It can be done more memory saving by "really" scrolling (using the DL), but I wanted it to be DONE fast instead fast and NOT DONE. :-) > trying to assemble it in eclipse I got errors? many undeclared labels? The SillyMenu.asm should compile without problems (maybe wrong MADS version)? The SillyMenu-Loader.asm can only be compiled via the script because it includes the packed binary of the SillyMenu: ins "SillyMenu-Packed.xex",+6. The "SillyMenu-Packed.xex" is only created by the makefile and deleted again at the end. You can comment out the "DEL" statements in the makefile to keep the files. call :make AUTORUN.AR0 set ATR=SillyPack2k12.atr atr\hias\dir2atr.exe -m -b MyDos4534 %ATR% atr\files del SillyMenu.xex del SillyMenu-Packed.xex del SillyMenu-Loader.xex Edited January 21, 2013 by JAC! Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 21, 2013 Share Posted January 21, 2013 ok... interleaved storage of your font... but why? really faster? here is my code based ;copies one char (A) on position y,x copychar: sta char stx y sty x tya lsr tay lda fonttabl,x clc adc xtabl,y sta di lda fonttabh,x adc xtabh,y sta di+1 ldx char lda chartabl,x sta si lda chartabh,x sta si+1 lda x and #1 bne copy01 copy10 ldy #0 lda (si),y and #$f0 ; ora (di),y sta (di),y+ lda (si),y and #$f0 ; ora (di),y sta (di),y+ lda (si),y and #$f0 ; ora (di),y sta (di),y+ lda (si),y and #$f0 ; ora (di),y sta (di),y+ lda (si),y and #$f0 ; ora (di),y sta (di),y ldx y ldy x lda char rts copy01 ldy #0 lda (si),y and #$0f ora (di),y sta (di),y+ lda (si),y and #$0f ora (di),y sta (di),y+ lda (si),y and #$0f ora (di),y sta (di),y+ lda (si),y and #$0f ora (di),y sta (di),y+ lda (si),y and #$0f ora (di),y sta (di),y ldx y ldy x lda char rts Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 21, 2013 Share Posted January 21, 2013 and here is my font used in Metallamas intro: http://atari.fandal.cz/detail.php?files_id=5722 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 21, 2013 Share Posted January 21, 2013 >simply because of time and budget It's because I wanted to get the menu done and scroll quickly, I "simply" print the whole menu into memory. That means I have to "print" about 36k of graphics 8 screen memory at once when you boot or return to the menu with RESET/after starting an entry. It can be done more memory saving by "really" scrolling (using the DL), but I wanted it to be DONE fast instead fast and NOT DONE. :-) > trying to assemble it in eclipse I got errors? many undeclared labels? The SillyMenu.asm should compile without problems (maybe wrong MADS version)? The SillyMenu-Loader.asm can only be compiled via the script because it includes the packed binary of the SillyMenu: ins "SillyMenu-Packed.xex",+6. The "SillyMenu-Packed.xex" is only created by the makefile and deleted again at the end. You can comment out the "DEL" statements in the makefile to keep the files. call :make AUTORUN.AR0 set ATR=SillyPack2k12.atr atr\hias\dir2atr.exe -m -b MyDos4534 %ATR% atr\files del SillyMenu.xex del SillyMenu-Packed.xex del SillyMenu-Loader.xex which MADS version? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 21, 2013 Share Posted January 21, 2013 offtopic... going through my Metallamas source code and wondering that I was more a XASM geek in the past than nowadays... I used all these strange mnemomics... and the code was more intelligent and tighter... getting old... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 21, 2013 Share Posted January 21, 2013 ? Quote Link to comment Share on other sites More sharing options...
w1k Posted January 22, 2013 Share Posted January 22, 2013 (edited) i cant run msx SIEKERY from menu.. (sio2sd, q-meg v3) --solved Edited January 22, 2013 by w1k Quote Link to comment Share on other sites More sharing options...
+JAC! Posted January 22, 2013 Author Share Posted January 22, 2013 After 2 weeks of "manual bitshifing" the final puzzle piece of the pack is finished and included. Jarek had lost the last phases of the graphic "Flame follow me" (including final picture). So no ".G2F" files but only the "FLAME.EXE" file was left. I now managed to reconstruct the image from the executable and I sincerely hope I never have to do something like that again :-) But still it was worth doing because I learnt a lot about G2F - and I like the picture. Note: SIO2SD etc. fastloaders will be kicked out after RESET. If there will be a SV 2k13 (I really hope so), I'll add support for them. 1 Quote Link to comment Share on other sites More sharing options...
tdc Posted January 24, 2013 Share Posted January 24, 2013 @JAC! big thanks! I'm really surprised ! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.