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Programming ideas?


Rev

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port Batari Basic for intellivision

 

I don't know about Batari Basic, but I'm actively working on P-Machiney 2.0, which should facilitate the development of most games. It will include an object-oriented and event-driven game engine, specialized input decoders, a sprite and graphics driver, and a fully-featured game development framework.

 

Moreover, it will be fully documented and include at least one sample game.

 

It'll be a while, though. It's a big project. I don't expect to have anything to show until at least the end of the year.

 

dZ.

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port Batari Basic for intellivision

 

Its something I've thought about fleetingly but if I had the time I'd be much more inclined to target a "C" compiler at the Inty. No matter which route you took with a high level language you'd still need to think about your specialised kernels that would place MOBs (sprites), handle collisions and reprogram GRAM (for new tile/sprite data) to allow for a variety of interesting games to be made.

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  • 2 weeks later...

I am with John... Parsec was ment to be an Intellivision game!

Keypad for ship lift speed setting and of course.. Voice.. Nice shot pilot.

 

Also, P-Machiney 2.0 sounds interesting.. But a Basic compiler would be AWESOME!

I have a large basic background... Many flavors, though I like the TI-99 the best, it is VERY slow. ( but, it can be compiled and I have to add SLOW DOWN code.. LOL! )

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I am with John... Parsec was ment to be an Intellivision game!

Keypad for ship lift speed setting and of course.. Voice.. Nice shot pilot.

 

Also, P-Machiney 2.0 sounds interesting.. But a Basic compiler would be AWESOME!

I have a large basic background... Many flavors, though I like the TI-99 the best, it is VERY slow. ( but, it can be compiled and I have to add SLOW DOWN code.. LOL! )

 

A language is fine, but like GroovyBee said, the hardware has such constraints, you would need to include some sort of abstraction with basic drivers and kernels. Otherwise, you'll end up with PEEK-n-POKEing most of the code just to get anything done, which of course negates most of the advantage of the high level language.

 

Obviously, the ideal is to have both, a high-level language with built-in kernels and game programming framework. P-Machinery aims for the second part, which I think is sorely missing right now. Adding a high-level language around it may come later.

 

dZ.

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  • 2 months later...

I was watching for the first time some videos of games for the Aquarius.

To be honest, I wasn't much impressed...

 

But I was thinking if it was "easy" to port all aquarius games to Intellivision...

It may be interesting to have a cart with many/all aquarius games to play in the Intellivision. What do you think?

 

 

 

Actually, I would prefer to see some Astrocade's games ported to Intellivision... :ponder:

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I was watching for the first time some videos of games for the Aquarius.

To be honest, I wasn't much impressed...

 

But I was thinking if it was "easy" to port all aquarius games to Intellivision...

It may be interesting to have a cart with many/all aquarius games to play in the Intellivision. What do you think?

 

Actually, I would prefer to see some Astrocade's games ported to Intellivision... :ponder:

The Intellivision and Aquarius are very different machines. About all that an Aquarius equipped with a Mini Expander has in common with an Intellivision is the AY-3-8910 sound chip, and similar hand controllers. Any games ported from one system to the other will have to be rewritten almost entirely, although you could re-use some sound data, as several of the Aquarius games did.

 

As for the quality of the first-party Aquarius game library: remember that these were hastily-executed ports of Mattel's most popular Intellivision titles, and that most of them were sprite-oriented games running on a character-oriented system. They're fun to play, but they didn't really do much to show the Aquarius in its best possible light (and let's face it, the Aquarius isn't exactly an audiovisual powerhouse to begin with). After game designers and developers gain experience with a system, they usually learn to create games which exploit its strengths. The Aquarius was "stillborn" after only a few months on the market, so it never really got the chance to evolve its own personality. Now that we have bankswitched cartridges and modern development tools to work with, I think it's possible to create new games for the Aquarius which will greatly outshine the ones created during its lifetime.

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