Omega-TI Posted July 27, 2017 Share Posted July 27, 2017 Could you have a corrupted version? What version of the F18A are you using? I loads up just fine here using version 1.8 and the copy of Alex Kidd I just downloaded << HERE >>. The only thing I notice is that I need to do a power cycle after use to clear the F18A settings. Quote Link to comment Share on other sites More sharing options...
Asmusr Posted July 27, 2017 Share Posted July 27, 2017 Could you have a corrupted version? What version of the F18A are you using? I loads up just fine here using version 1.8 and the copy of Alex Kidd I just downloaded << HERE >>. The only thing I notice is that I need to do a power cycle after use to clear the F18A settings. The issue is when you run it without the F18A. It doesn't work in JS99er either when you turn off the F18A emulation. 1 Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted July 27, 2017 Share Posted July 27, 2017 The issue is when you run it without the F18A. It doesn't work in JS99er either when you turn off the F18A emulation. Ahhh..... so much for reading the message thread backwards before morning coffee. My bad! Quote Link to comment Share on other sites More sharing options...
Asmusr Posted July 27, 2017 Share Posted July 27, 2017 This comes back to me now. The issue is that Alex Kidd is not setting the 16K RAM bit in VDP reg 1. Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted July 27, 2017 Share Posted July 27, 2017 I'm not trying to twist anyones arm, pressure them or suggest they do anything, but it does seem that Alex Kidd would make a nice full FG99/F18A exploit game. Of course the same could be said about the Raycaster demo Castle Wolfenstein, or the Power Strike Demo or a half-dozen other examples. I wonder which programmer is going to be the first to ring in the 'new era' in TI gaming? Quote Link to comment Share on other sites More sharing options...
TheMole Posted July 28, 2017 Author Share Posted July 28, 2017 This comes back to me now. The issue is that Alex Kidd is not setting the 16K RAM bit in VDP reg 1. Yeah, and although I fixed this in a number of places, apparently some code paths were still setting reg 1 to zero instead of just resetting the blanking bit. That's fixed now. However, the bug persisted. It falsely detected an F18A when there was non installed. Turns out my F18A detection code (reading the status register, priming a different status register and comparing the two values) was hopelessly naive. I changed the implementation a bit, and now it works as it should in js99er. If someone can test it on real iron, I'd be very grateful. Fixed rpk here: alexkidd.rpk 4 Quote Link to comment Share on other sites More sharing options...
TheMole Posted July 28, 2017 Author Share Posted July 28, 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! Thanks for reporting, and for playing! I don't test the 9918a version nearly enough myself, so if you see anything else amiss I'd love to hear it. Yeah, level 2 and 3 in the demo are fairly faithful copies from levels in the original Sega Master System game, but they are from later in the game (levels 4 and 7, I believe) and probably a bit too hard compared to the beach level. The whole demo has balancing issues throughout, so that's something I'm trying to be aware of while planning the full game . Let me know if you get to level three, that one's a doozy Quote Link to comment Share on other sites More sharing options...
RupanIII Posted July 30, 2017 Share Posted July 30, 2017 Ah, thread is here, sweet. How's this going? 3 levels done sofar in the demo? With SEGA's love of spreading their brand, maybe you could get their blessing on the game these days for little more than the fact that you have put your effort into it. Heck, maybe it could end up as one of Coleco's Mini Arcade games if it went far enough. I'm just spitballing ideas. You + Pico or You + Sega etc. How are the Ti emulators running on Pi? I haven't dabbled in that yet. 2 Quote Link to comment Share on other sites More sharing options...
repetto74 Posted January 11, 2018 Share Posted January 11, 2018 Has anyone managed to get Alexkid working on the FlashRom99? I cannot get the file to be displayed on the FlashRom99 menu. All other games are working OK. Thanks Rick Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted January 11, 2018 Share Posted January 11, 2018 Look at the file size. It's 512K. It works on the FinalGROM just fine, but I don't think you'll have any luck on the FlashROM. Quote Link to comment Share on other sites More sharing options...
repetto74 Posted January 11, 2018 Share Posted January 11, 2018 Ok because Alexkid is available in the roms list for the FlashRom99 in the repository so maybe this is a mistake then. 1 Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted January 12, 2018 Share Posted January 12, 2018 (edited) I'll fix that this evening. Thank you for bringing that to my attention. It's now been fixed, so hopefully no one else will have the same issue. Edited January 12, 2018 by --- Ω --- 1 Quote Link to comment Share on other sites More sharing options...
repetto74 Posted January 12, 2018 Share Posted January 12, 2018 This Alexkid looks solid!! May push people to switch to the FinalGROM just to play it 1 Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted January 15, 2018 Share Posted January 15, 2018 This Alexkid looks solid!! May push people to switch to the FinalGROM just to play it It's possible. With the FinalGROM games can be 'rather large' up to 1 megabyte (try doing that on a regular TI system). From what I understand, at the moment there are few programmers who know how to exploit the bank switching involved, but when/if they come up with a 'killer idea' I'll bet they'll learn. With a larger percentage of the active TI community owning a FinalGROM at this point, any larger capacity games written specifically for it WILL get played and enjoyed. And like you said, when people see these games in action (like YouTube videos), they'll want an FG99 too! In some ways I wish I could look into the future a couple of years FinalGROM's & F18A's make a potent combination. There will always be games that cater to minimal standards, but WOW some of this new stuff. Quote Link to comment Share on other sites More sharing options...
TheMole Posted January 15, 2018 Author Share Posted January 15, 2018 Ah, thread is here, sweet. How's this going? 3 levels done sofar in the demo? Look at me, replying to a year-old post... but yeah, three levels done. Still basically stuck where I left it with the demo, I've done graphics for some of the missing game features (the shop, special power-ups, a few more enemies etc...), but a hard-drive crash, deadlines at work and some gcc issues sucked all of the momentum out of the project. I really should spend some time setting things up again, but I'm getting married in a couple of months which is taking up a lot of my free time so perhaps I should just focus my efforts on the 4k coding contest instead for now . 4 Quote Link to comment Share on other sites More sharing options...
TheMole Posted August 1, 2022 Author Share Posted August 1, 2022 Allright! After many years of letting this project gather dust, I finally decided to dive into why adding a small bit of code here and there managed to break the entire game. I of course initially decided that the issue had to be with the compiler and it couldn't possibly be anything in my code because the stuff I was adding was in a totally different place in the code from what ended up breaking... Silly me... it turned out that the code responsible for loading assets (I use a ld-driven method of storing raw binaries in the cartridge image file, and access them using variables defined at link time) was only working most of the time. In certain circumstances I created a bunch of buffer overflows that overwrote the stack and made all kinds of weird stuff happen, or mostly just crash the entire thing . I completely retooled that part of the game, and added a few new features to test the overall stability, and lo and behold, it seems rock solid right now! So, to my and no doubt everyone else's surprise, I'm going to be picking this up again and hopefully releasing new builds on a more regular basis :). New in this version: There's an inventory screen: press space bar to bring it up, use the joystick to navigate to a power-up and press fire to activate it. Only one power-up has been implemented for now. New power-up: invincibility, this makes Alex invincible for a short while. Note that falling onto dangerous terrain (water, lava, spikes, etc...) will still kill Alex, but enemies will die instantly upon touching the player. Note: I'm still bringing my pc-based tools for asset creation online, since they've gathered quite a bit of bit rot since 2017, so the visual effect given to Alex in F18A mode (9918 mode looks nice enough, I think) when he's invincible is... headache inducing is probably the best way to describe it. This is going to change in a future release. There's a shop that will show up in between certain levels: here you can spend your hard earned money (so collecting money is now useful) on power-ups, extra lives, etc... Currently only extra lives, the invincibility power-up and a gambling item can be bought. The gambling item will basically increase your amount of money by a somewhat random amount. If you're lucky you might win more than it cost you to buy the thing in the first place. Not sure if this is going to stay in, but I needed at least three different items for the shop, so... I upgraded to @Tursi's libtivgm2 for playing music and sound effects. It seems to run a bit more efficient than the previous version, but I think I'll need to play around with the tools a bit more to get it to sound better. Currently sound effects override the music in the wrong channels at times, which can make it sound a bit weird. alexkidd8.bin 13 3 Quote Link to comment Share on other sites More sharing options...
jrhodes Posted August 1, 2022 Share Posted August 1, 2022 Are you planning for a eventual full game, or this always just going to be a demo/showcase? Either way, never thought i'd be doing anything like this on the ti-99, very nice job! Quote Link to comment Share on other sites More sharing options...
+OLD CS1 Posted August 2, 2022 Share Posted August 2, 2022 Running Classic99 v399.062, it freaks out with the F18A enabled. Quote Link to comment Share on other sites More sharing options...
TheMole Posted August 2, 2022 Author Share Posted August 2, 2022 1 hour ago, OLD CS1 said: Running Classic99 v399.062, it freaks out with the F18A enabled. Unfortunately, I don't have a convenient way of running Classic99 here at the moment, so it's hard for me to test. Does Classic99 implement the extended status registers? If so, my code is probably detecting the presence of an F18A while the emulator doesn't support the features needed for it to work (mostly ECM3 and the extra background layer). You can bypass F18A detection altogether by holding the fire button while selecting the game in de module library. 2 Quote Link to comment Share on other sites More sharing options...
Tursi Posted August 2, 2022 Share Posted August 2, 2022 No, Classic99 doesn't support a lot of the graphics extensions of the F18A, so that's likely the case. Although there's a bit implemented, like extended color sprites (which I'm not sure if they still work), dual pages, and text mode tile attributes, it's still pretty spotty. The only thing I guarantee is standard 80 column mode and the GPU. Sorry. Life has just been too distracted to focus much on the new rev. 3 Quote Link to comment Share on other sites More sharing options...
TheMole Posted August 15, 2022 Author Share Posted August 15, 2022 I was working on a new level for Alex Kidd to release as an update to the demo when I got frustrated with the cumbersome process of having to manually create all the assets in Gimp, convert them using command line tools, check if the 9918 and F18a version were interchangeable in terms of gameplay, etc... so I decided it was time to work on the tools a bit. I discovered the wonderful Dear ImGui, which I can't recommend highly enough to anyone who wants to make cross-platform GUI-driven tools. It's a joy to work with, and it's super easy to port to different platforms. It only took me a couple of days to throw together the following: The goal is for the editor to spit out all the assets in binary format, ready to include in the cart image, without the need for additional manual work. Not quite there yet (still need to add the entity editor, and there's a couple of things I still need to do to get the 9918a scrolling algorithm input generated correctly), but it greatly improves my workflow already. The video also gives a sneak preview of the upcoming new level, for those that are interested Who knows, perhaps I will be able to release the entire thing for those that want to use the engine to create their own platform games eventually... 11 Quote Link to comment Share on other sites More sharing options...
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