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I heard of something called "Frog Venture" but haven't been able to find it. It's apparently on the whtech, but I can't seem to make a connection.

 

"Duck Leader" is something I only had an incomplete version of (for some reason).

 

Does anyone have either of these? If so, thanks in advance if you might share 'em or direct me to a download.

Edited by GratedTopping
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Thanks, "Ox." I never saw the FV 'Frogger'-alike before.

 

It seems to lock up in "Classic99". I read up on the CALL LOADs used in the game and it seems like they acted on stopping sprite motions or disabling the sound chip. I deleted all those statements and it worked better until I made it to the top of the screen. There, it kept speaking 'uhoh' and there was no frog to move.

 

Looks like I have a new program to mess-around with and modify. (-:

Edited by GratedTopping

Here are my observations...changes...additions on "Frog Venture":

 

- deleted the CALL LOAD(-31878,25) from line 100 (now 5); it was for turning off the first 25 sprites, yet the game uses virtually all of them so this seemed useless

 

- in line 635 (now 61), the CALL LOAD(-31806,32) shuts-off the sound chip; the CALL SOUND statement that followed had a duration of 1 and was to simulate the sound of the passing

vehicles; putting the CALL LOAD after the CALL SOUND instead of before made a difference; originally, after being hit by a car, the frog wouldn't move...there was a high-pitched noise...and breaking the program left with the sound just continuing

 

- deleted the CALL SPGET("!",A$) in line 110 (now 6); in line 675 (now 66) after the frog was hit by a vehicle, the word 'splat' appeared and there was an attempt to CALL SAY("",A$)...but that resulted in the TI just saying something unintelligible and multiple

UHOH's; I had the TI just use a CALL SAY("UHOH"); I squished my frog multiple times and it worked fine: I get flattened, the computer says UHOH, and the next frog begins with the car sound and no lockup (as mentioned above)

 

similarly, I modified lines for the second part of the game that behaved the same

 

I don't know why there was a use of SPGET; just having a CALL SAY("!") results in an UHOH...but it takes a bit longer to process a character not in the vocabulary instead of just the CALL SAY("UHOH") anyway

 

- changed CALL CLEAR statements to DISPLAY ERASE ALL; fixed seven spelling mistakes

 

- changed line 120 (now 7); the routine of the 'moving' dots on the title screen took too-long and I shortened it

 

- added a mini delay to line 150 (I forget what the original line # was)

 

there was a time when the instruction screens for the second part went by quickly, as if the TI was detecting a phantom key-press; it didn't interfere with controlling the frog in that second part, but it was a bit annoying --- and when I halted the program, it was stuck as if I was pressing the ENTER key and I needed to reset; I had a thought that if I added a delay when it was checking for the press of a key, it might help; I don't know why I thought it -- or why it seemed to help -- but there you go; with those CALL LOAD statements, well, I suspect they were the culprit and I can't say that this minor problem won't still happen

 

- there were four instances of a CALL LOAD(-31806,0) in the program; the purpose is to enable sprite motion, QUIT key, and the sound chip...but it's only being used for control of the sound chip; I tried to find just a single CALL LOAD to enable the chip, but no luck

 

- added some REMark statement at the beginning to identify the title of the game

 

- RESequenced 1,1 (I always like programs to look organized that way)

 

Yeah! That was fun. My first time really trying to debug/work on a TI program in ages. I wonder....what if it was all for naught and it played as it was on a real TI?

 

**** NOTE: GET BETTER VERSION FURTHER DOWN ***

FROGVENT.zip

Edited by GratedTopping

Ah, thanks....but I think that NOW it's worthy of a 'good job' and seems to be really fixed.

 

Here's what I changed....

 

Line 150: the mini FOR/TO delay is gone; it seemed to have no effect at all, actually, and the instruction screen for the second part of the game just went by without waiting for a key press

 

At the end of the game, the final congratulations screen also just went by without letting you choose to play again or quit. The program stopped and was in the loop of where it was like the ENTER key was just being pressed over and over; nothing could be typed.

 

I added a new statement: CALL LOAD(-31788,224) in line 84. The command, from what I've read, returns the TI to normal operation -- and it worked. Both the second screen of instructions + the final comments at the end of the game can be read and there is the correct wait for a press of a key.

 

So, that seems to be it. It was a program with pointless CALL LOADs. I think one could have fixed it by deleting all the CALL LOADs + the sound of the autos in line 61 and changing what I spoke of about the SPGET command. To add another CALL LOAD to fix what the others were evidently messing up? Silly....unnecessarily complex...but fun programming for an ol' nerd. (-:

FROGVENT.zip

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Ran it in Classic99. I tried to set the Speech Enabled in the off position, and was wondering if the real hardware pauses that long when Speech Synth is not attached.

 

Maybe the slightly irritating traffic/engine noise could be at a lower volume. Also the traffic noise sometimes is missing when crossing.

 

:)

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