+Ksarul Posted October 26, 2015 Share Posted October 26, 2015 I do like that Purple one--and the Black one too. Soooo hard to choose, but I'll probably make a sheet of labels just to see how they come out (and I'll send some to you when I do make any of them, @Mole). 2 Quote Link to comment Share on other sites More sharing options...
TheMole Posted October 26, 2015 Author Share Posted October 26, 2015 I do like that Purple one--and the Black one too. Soooo hard to choose, but I'll probably make a sheet of labels just to see how they come out (and I'll send some to you when I do make any of them, @Mole). That would be awesome! Quote Link to comment Share on other sites More sharing options...
+OLD CS1 Posted October 26, 2015 Share Posted October 26, 2015 Nice! Yeah, your purple one kind-of reminds me of how some of the original games were done with the game's stylized logo on the purple or red background. I did that in the original yellow font for some of my 4Anoid label mock-ups. The black one I did was more of a mock-up, but I can work up a full proper quality one. I have a GIMP template I made for all of these, but I do not think I have the dimensions quite right for printing and cutting. Quote Link to comment Share on other sites More sharing options...
+Ksarul Posted October 26, 2015 Share Posted October 26, 2015 @OLD CS1, your labels work fine--I just expand the borders for printing and cutting. I've done it with every label I've had printed so far, so I've got that process pretty much down pat. I like your Black label too, although it does need the Texas Instruments line to make it look more like the originals. . .but it looks nice without it too, so that is actually a difficult choice! Quote Link to comment Share on other sites More sharing options...
RupanIII Posted January 25, 2016 Share Posted January 25, 2016 I was wondering if this game will be later ported to Zilog Z80 systems with the same VDP such as the Colecovision. The Super Game Module provides some better audio and memory on the Colecovision now if you wished to toy with that. Again, AFTER this is working and out, i was just wondering. Quote Link to comment Share on other sites More sharing options...
TheMole Posted January 25, 2016 Author Share Posted January 25, 2016 I was wondering if this game will be later ported to Zilog Z80 systems with the same VDP such as the Colecovision. The Super Game Module provides some better audio and memory on the Colecovision now if you wished to toy with that. Again, AFTER this is working and out, i was just wondering. Possibly. I'll need to figure out how the Colecovision does its bankswitching, and how well SDCC will be able to handle the source code. I'd actually thought of doing a Master System port first, which also uses SDCC but has a different VDP. Maybe the Colecovision could be a nice step in between. Quote Link to comment Share on other sites More sharing options...
Tursi Posted January 26, 2016 Share Posted January 26, 2016 I have a doc on how I do Coleco bankswitching, there's not a lot else out there: http://www.harmlesslion.com/software/switching SDCC is pretty compatible, it has a couple of unusual memory features that impact recursion but they are usually not a problem, just have a quick read through the manual before you start. Quote Link to comment Share on other sites More sharing options...
The Usotsuki Posted February 9, 2016 Share Posted February 9, 2016 The Arcade Board or the combination of the Mockingboard and EZ Color/Graphics Interface would give you a TMS9918 and AY8910 (or two) on an Apple ][ which might be useful for porting this there too. *runs* Quote Link to comment Share on other sites More sharing options...
TheMole Posted February 17, 2016 Author Share Posted February 17, 2016 The Arcade Board or the combination of the Mockingboard and EZ Color/Graphics Interface would give you a TMS9918 and AY8910 (or two) on an Apple ][ which might be useful for porting this there too. *runs* As long as the platform has a capable C compiler, I wouldn't rule anything out . I need to get the TI version finished first though, before thinking about other platforms... 1 Quote Link to comment Share on other sites More sharing options...
The Usotsuki Posted February 17, 2016 Share Posted February 17, 2016 Of course. CC65 is certainly no GCC, it may or may not suffice. Quote Link to comment Share on other sites More sharing options...
ti99iuc Posted March 30, 2016 Share Posted March 30, 2016 I finally got Alex Kidd game on cartridge just a little problem, i updated my F18A to v1.7 firmware version and the game start always without F18A features... maybe i should do something for turn on the advanced features ? Quote Link to comment Share on other sites More sharing options...
Asmusr Posted March 30, 2016 Share Posted March 30, 2016 I finally got Alex Kidd game on cartridge just a little problem, i updated my F18A to v1.7 firmware version and the game start always without F18A features... maybe i should do something for turn on the advanced features ? It appears to be checking for for the firmware version as part of the F18A detection and fails if it's not 1.6. It doesn't work in JS99er either where I'm returning 1.7 as the version, but if I change to 1.6 it works. The Mole will have to fix this. 1 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted April 1, 2016 Share Posted April 1, 2016 It appears to be checking for for the firmware version as part of the F18A detection and fails if it's not 1.6. It doesn't work in JS99er either where I'm returning 1.7 as the version, but if I change to 1.6 it works. The Mole will have to fix this. I tried to patch the ROM image, but it's checking for the 1.6 Firmware in several places. Quote Link to comment Share on other sites More sharing options...
TheMole Posted April 4, 2016 Author Share Posted April 4, 2016 Odd, I'm reading the code and the check is written to pass on versions 1.6 and upwards. I've been super busy at work the last couple of months, but I'll check later this week and provide an update. Thanks for pointing this out. 1 Quote Link to comment Share on other sites More sharing options...
TheMole Posted April 20, 2016 Author Share Posted April 20, 2016 Ok, after much delay, I've uploaded a new version that fixes the firmware detection issue, as well as a screen tearing issue that was originally reported by Rasmus last year. Now I can get back to the fun parts (adding new stuff!). 5 Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted April 20, 2016 Share Posted April 20, 2016 Well OK! I'll go check it out! Thanks! 1 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted April 21, 2016 Share Posted April 21, 2016 Ok, after much delay, I've uploaded a new version that fixes the firmware detection issue, as well as a screen tearing issue that was originally reported by Rasmus last year. Now I can get back to the fun parts (adding new stuff!). Thanks for fixing the screen tearing issue. Does that mean you have hardware available for testing now? Quote Link to comment Share on other sites More sharing options...
TheMole Posted April 21, 2016 Author Share Posted April 21, 2016 Thanks for fixing the screen tearing issue. Does that mean you have hardware available for testing now? Unfortunately not, my home office still isn't back in order, so I'm restricted to emulation only at this point. So I probably should say that I hope the issue is fixed . Before this change, the game logic and scrolling function used some of the same variables, and that limited where I could perform the scroll in the game loop (so I ended up scrolling after music and some game logic had been taken care off, which made the register change happen somewhere mid-frame), I split decoupled those functions and put the register update right after vblank occurs, so at least in theory that should fix the screen tearing. Quote Link to comment Share on other sites More sharing options...
Asmusr Posted April 21, 2016 Share Posted April 21, 2016 Unfortunately not, my home office still isn't back in order, so I'm restricted to emulation only at this point. So I probably should say that I hope the issue is fixed . Before this change, the game logic and scrolling function used some of the same variables, and that limited where I could perform the scroll in the game loop (so I ended up scrolling after music and some game logic had been taken care off, which made the register change happen somewhere mid-frame), I split decoupled those functions and put the register update right after vblank occurs, so at least in theory that should fix the screen tearing. I have tried it on the real iron and it's working well - no trace of screen tearing left. Only problem was that because the image does not have headers in all banks the cart didn't work with the first 378 chip I tried. 3 Quote Link to comment Share on other sites More sharing options...
TheMole Posted April 22, 2016 Author Share Posted April 22, 2016 I have tried it on the real iron and it's working well - no trace of screen tearing left. Only problem was that because the image does not have headers in all banks the cart didn't work with the first 378 chip I tried. Cool, good to hear it works, and thanks for testing! Yeah, I only have headers in banks 1, 2, 3, 4 and 64 (all banks that contain code, and the last bank). I might look at this later on, but for now you need a cart that starts in one of those banks. Quote Link to comment Share on other sites More sharing options...
+Ksarul Posted April 22, 2016 Share Posted April 22, 2016 (edited) I'll have some 512K cartridge boards that have a guaranteed start in bank 1 shortly. They will be otherwise fully compatible with Red board images, but they won't have as many different EPROM size options (there is only one jumper on this board). Edited April 22, 2016 by Ksarul Quote Link to comment Share on other sites More sharing options...
TheMole Posted April 22, 2016 Author Share Posted April 22, 2016 Excellent, sounds like the board to use for an eventual production run. Quote Link to comment Share on other sites More sharing options...
PeteE Posted July 26, 2017 Share Posted July 26, 2017 I finally got around to playing this on FinalGrom99 and it works... But I had to hold the fire button while starting, otherwise I get corrupted graphics and a lockup after the music plays for a few seconds. Was that ever fixed for 9918A console? (with no F18A) Plays great, and am glad that you added J2 Fire for Jump. Would you consider adding it to FinalGrom99 software thread in the TI 99 Computers Forum? Quote Link to comment Share on other sites More sharing options...
TheMole Posted July 27, 2017 Author Share Posted July 27, 2017 Huh... that's strange, never heard that before. Just to make sure I understand what's happening: you need to force the game into 9918a mode, because f18a mode crashes the computer? Or, it incorrectly detects an F18A in your system and that's what crashes the TI? Awesome to hear that it works in the FinalGrom though, thanks for testing and for the kind words! I really hope I can get back to this at some point, I'd love to finish the friggin' thing. Quote Link to comment Share on other sites More sharing options...
PeteE Posted July 27, 2017 Share Posted July 27, 2017 Yes, I think that "F18A incorrectly detected when not actually present" what is causing the crash. Or I guess it could also be the detection code itself leaves the system in an unstable state even if the F18A in not detected. I do know that holding the fire button to bypass the detection does work, although it then skips past the lovely title screen too quickly. Level 2 is hard! Quote Link to comment Share on other sites More sharing options...
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