+retroclouds Posted August 8, 2017 Share Posted August 8, 2017 (edited) I don't think I ever released this. It's my demo of Time Pilot. Load this in Editor Assembler. Ship rotation and bullet firing (software sprites) work. Tried it in JS99'er and seems to work fine. tpilot1.obj Edited August 8, 2017 by retroclouds 6 Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted August 8, 2017 Share Posted August 8, 2017 I want to say you did, and it's still awesome! Greg Quote Link to comment Share on other sites More sharing options...
+retroclouds Posted August 8, 2017 Author Share Posted August 8, 2017 I want to say you did, and it's still awesome! Greg Thanks. My memory is getting a bit rusty and the forum search did not bring it up Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted August 8, 2017 Share Posted August 8, 2017 Works for me did you have any plans to complete it! Or staying a demo. Greg Sent from my LG-H830 using Tapatalk 1 Quote Link to comment Share on other sites More sharing options...
+retroclouds Posted August 8, 2017 Author Share Posted August 8, 2017 (edited) Works for me did you have any plans to complete it! Or staying a demo. Greg Sent from my LG-H830 using Tapatalk Never say never, but I think this will stay a demo. Anyway I attached the source code in case someone wants to play with it. Time Pilot - beta 0.3 - source code .zip Edited August 8, 2017 by retroclouds 2 Quote Link to comment Share on other sites More sharing options...
ti99iuc Posted August 8, 2017 Share Posted August 8, 2017 I remember when I saw this demo on your personal website Retroclouds... it was 2010 and i was shocked !It could be fantastic to see it completed... i remember i should have the stuff ready for the cartridge label and the manual cover for it 2 Quote Link to comment Share on other sites More sharing options...
+retroclouds Posted August 8, 2017 Author Share Posted August 8, 2017 (edited) I remember when I saw this demo on your personal website Retroclouds... it was 2010 and i was shocked ! It could be fantastic to see it completed... i remember i should have the stuff ready for the cartridge label and the manual cover for it Thanks. Well we have seen a lot of great games coming in the last years. I never imagined back in the day we'd ever see so much new stuff. Not going to make promises I can't keep though. I do have some stuff I want to try out for the TI in the winter time, but not sure what will come out of it. It's all about having fun Edited August 8, 2017 by retroclouds 4 Quote Link to comment Share on other sites More sharing options...
Sinphaltimus Posted August 8, 2017 Share Posted August 8, 2017 Time Pilot! One of my favorite classics! 1 Quote Link to comment Share on other sites More sharing options...
+Schmitzi Posted August 8, 2017 Share Posted August 8, 2017 Hi, how can I load a .OBJ-file ? JS99er doesn´t, nor does Classic´99 Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted August 8, 2017 Share Posted August 8, 2017 Hi, how can I load a .OBJ-file ? JS99er doesn´t, nor does Classic´99Ea 3? Sent from my LG-H830 using Tapatalk Quote Link to comment Share on other sites More sharing options...
+retroclouds Posted August 8, 2017 Author Share Posted August 8, 2017 (edited) Hi, how can I load a .OBJ-file ? JS99er doesn´t, nor does Classic´99I just picked the .obj file in js99'er and it worked. use the "open disk/file" button Edited August 8, 2017 by retroclouds Quote Link to comment Share on other sites More sharing options...
ti99iuc Posted August 8, 2017 Share Posted August 8, 2017 (edited) Hi, how can I load a .OBJ-file ? JS99er doesn´t, nor does Classic´99 in js99er just "open disk/file" and it load automatically NB: it is also in the "GameBase" Edited August 8, 2017 by ti99iuc 2 Quote Link to comment Share on other sites More sharing options...
Sinphaltimus Posted August 8, 2017 Share Posted August 8, 2017 in js99er just "open disk/file" and it load automatically NB: it is also in the "GameBase" OMG - so cool! looks and sounds great, would love to see this go further. Quote Link to comment Share on other sites More sharing options...
LASooner Posted August 9, 2017 Share Posted August 9, 2017 This looks as close to the original arcade game as I've seen from a TI port. What stopped you from going further? Quote Link to comment Share on other sites More sharing options...
whoami999ster Posted October 2, 2020 Share Posted October 2, 2020 On 8/8/2017 at 8:49 PM, retroclouds said: I don't think I ever released this. It's my demo of Time Pilot. Load this in Editor Assembler. Ship rotation and bullet firing (software sprites) work. Tried it in JS99'er and seems to work fine. tpilot1.obj 34.19 kB · 30 downloads Please help here... how to run on Classic99 ? thanks and regards Quote Link to comment Share on other sites More sharing options...
whoami999ster Posted October 2, 2020 Share Posted October 2, 2020 (edited) On 8/8/2017 at 9:07 PM, retroclouds said: Never say never, but I think this will stay a demo. Anyway I attached the source code in case someone wants to play with it. Time Pilot - beta 0.3 - source code .zip 172.4 kB · 21 downloads Gentlemen .. any chance to release the complete or last cnsistent sorce code ? I tried to compile the attached source code with WinAsm99 with no lucky. I regenerated the code from the tpilot1.lst file recreating a TIDisk but the result is not like tpilot1.obj .. Thanks a lot in advance for your usual kidness and availability and patience with my orrible english All my Best Francesco TPILOT.TIDisk Edited October 2, 2020 by whoami999ster Quote Link to comment Share on other sites More sharing options...
Tursi Posted October 2, 2020 Share Posted October 2, 2020 .OBJ is usually an Editor/Assembler #3 object file... load with Editor/Assembler option 3. Twitch won't allow a direct video link cause they're dummies. So you have to click. https://www.twitch.tv/videos/757924510 1 Quote Link to comment Share on other sites More sharing options...
whoami999ster Posted October 3, 2020 Share Posted October 3, 2020 On 10/2/2020 at 2:22 AM, Tursi said: t.OBJ is usually an Editor/Assembler #3 object file... load with Editor/Assembler option 3. Twitch won't allow a direct video link cause they're dummies. So you have to click. https://www.twitch.tv/videos/757924510 Thanks a lot Tursi!!! always illuminating .... Quote Link to comment Share on other sites More sharing options...
whoami999ster Posted October 3, 2020 Share Posted October 3, 2020 Just finish to spent a couple of hours on sorce codes listing review and finally a source code that works "better" . The .apf file in the Time Pilot - beta 0.3 - source code .zip file was wrong ... I've created a single .txt file that can be compiled with WinAsm99 ... Here attached also the TPILOT2.dsk you can run with EA #3 ... File Name : DSKx.TPILOT2O . Unfortunately Big clouds seems not to appear compared the version tpilot.obj1 ... some one could help here ? thanks and Ciao Francesco TPILOT2.TIDisk TPILOT2.txt Quote Link to comment Share on other sites More sharing options...
whoami999ster Posted October 3, 2020 Share Posted October 3, 2020 my next step is now to understand how this demo works ... a kind of reverse engineering ... it has always been a dream of mine to understand how a game of this type works (this and many others) ... the only basics of assembler that I have come from the excellent threads of Matthew and Rasmus (Assembly on the 99 / 4A and Smooth scrolling [perhaps still too difficult for me]) but that have opened up a new world for me ... in any case if someone wants to give a Look at the listing and give me some indication, even if only at a high level, I would be very grateful ... or suggest some thread that will help me in the enterprise .... Thank you and hello to everyone Quote Link to comment Share on other sites More sharing options...
+retroclouds Posted October 3, 2020 Author Share Posted October 3, 2020 (edited) 40 minutes ago, whoami999ster said: Just finish to spent a couple of hours on sorce codes listing review and finally a source code that works "better" . The .apf file in the Time Pilot - beta 0.3 - source code .zip file was wrong ... I've created a single .txt file that can be compiled with WinAsm99 ... Here attached also the TPILOT2.dsk you can run with EA #3 ... File Name : DSKx.TPILOT2O . Unfortunately Big clouds seems not to appear compared the version tpilot.obj1 ... some one could help here ? thanks and Ciao Francesco TPILOT2.TIDisk 90 kB · 1 download TPILOT2.txt 179.41 kB · 1 download It looks like only 1 single small cloud is copied to the sprite table in VDP memory (1 small cloud=2 sprites). After more than 10 years, I'm not sure if the source code matches with the binary. I did a lot of experiments back then. Anyway I found the below snippet in the code you posted. You might want to uncomment the "LI R3,32" line and comment "LI R3,6". Check if that makes any difference. If you post the source code, please post the listing file as well. That way it's more easy to check what memory locations are used, set breakpoints, etc. *-------------------------------------------------------------- * Dump shadow SAT to VDP SAT using sprite order table *-------------------------------------------------------------- PUTSA2 INCT STACK MOV R3,*STACK * LI R3,32 LI R3,6 If you want to get serious on this, then you might check the spectra 2 documentation document. It explains how the task handling is done (and a lot more, keyboard handling, VDP stuff, etc) http://aa-ti994a.oratronik.de/spectra2_reference_manual.pdf Basically the game components (ships, bullets, clouds) are controlled by timers. There's a timer table in RAM and tasks are added/removed,cleared by the game program code. Edited October 3, 2020 by retroclouds Quote Link to comment Share on other sites More sharing options...
whoami999ster Posted October 3, 2020 Share Posted October 3, 2020 WOW! Retroclouds in flesh and blood ! thanks for the hint and for you patience... Just compiled and Clouds magically appears but static... only one cloud in movment please find enclosed the Listing File. Thanks also for the document I will have a look carefully.. TPILOT_ListingFile.lst Quote Link to comment Share on other sites More sharing options...
+retroclouds Posted October 3, 2020 Author Share Posted October 3, 2020 It looks like the shadow SAT table in RAM is ok. Check the memory range starting at >A004. You see that sprite YX coordinates are updated for many sprites. Could imagine it has to do with the @PUTSAT routine that copies the RAMSAT to the VDP SAT. It has some logic for the sprite ordering I wanted to implement. Cannot remember if I finished that or not. LI R1,RAMSAT SETO R2 ; No sprite order table LI R2,MYORDR ; Use sprite order table BL @PUTSAT If the @PUTSAT routine is called with R2 set to >FFFF then sprite ordering should be disabled. As said, it has been a very long time, so you'll just have to dig into it Quote Link to comment Share on other sites More sharing options...
+retroclouds Posted October 3, 2020 Author Share Posted October 3, 2020 Note I just compared your version with the tpilot1.obj I posted in #1 and there are certainly differences as far as memory is concerned. The RAMSAT in tpilot1.obj is located at >8350 as opposed to >A004 in tpilot2.obj Quote Link to comment Share on other sites More sharing options...
+retroclouds Posted October 3, 2020 Author Share Posted October 3, 2020 (edited) This made me curious, so I went through my backups and it seems I have a slightly newer version of the source code. At least it seems to better match with what I see in the debugger. So the source code in post #5 might not match the object file in post #1. I'll update a new zip file shortly. EDIT: Done. This ZIP file has more Time Pilot stuff in there. time_pilot_newest.zip Edited October 3, 2020 by retroclouds 3 Quote Link to comment Share on other sites More sharing options...
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