Search found 2247 matches

by Chema
Thu Nov 30, 2006 12:40 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 333415

Ok, first sorry for the delay... I have been quite busy and testing other things... In fact I am testing a couple of small routines that give the possibility of reading/writing sectors in a disk (I posted them on the 6502 programming thread). After some testing they are mostly working, even if there...
by Chema
Wed Nov 29, 2006 2:04 pm
Forum: General Discussion
Topic: Womble here...
Replies: 4
Views: 7131

Re: Womble here...

Welcome abroad!

For information, refer to DBug's post, which includes the most important resources.

BTW DBug, how can I upload software to oric.org? I wanted to post Pinforic (the infocom interpreter), which is not there :(
by Chema
Wed Nov 29, 2006 1:39 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 333415

Yes, i thought this book might not be had by all. However if you get a chance, you would find this book incredibly useful. Sounds excellent indeed. If I ever get a chance... Thanks for the information on keycodes. I think it is very useful. Unless Dbug has a bright idea on this?, i can't see an eas...
by Chema
Tue Nov 28, 2006 8:42 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 333415

I think we should avoid bubbles and keep things simple. Their is no reason why bubbles could not be added after the game is finished, if memory permits. Ok. Agreed then. Shoudn't be difficult to add in the future, as you said. how could I alter the code if wanted to change one key (for instance the...
by Chema
Tue Nov 28, 2006 12:55 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 333415

Following Dbug's recommendations :) Bubbles It is not a matter of pixel precision, really. For bubbles I am using a separate buffer into which text is written. I think the problem is that your code in place_char assumes that each line in the character graphic is to be put at an address which is 40 b...
by Chema
Mon Nov 27, 2006 8:03 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 333415

Another advantage of using 'graphic' text, is that it is possible to use special codes to draw graphics in the text, like for example if you have a character that tell you that you need a key, it can be displayed like this: "In order to open the door, you need the [magnetic key graphics] that you w...
by Chema
Mon Nov 27, 2006 9:49 am
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 333415

Fully Tested on Euphoric (Compiles to about 1.2K):) Just tested it and it works very nicely! It has much more options than I expected. We have to use those wonderful color possibilites... I will try to integrate it promptly on the working demo and use it to display things on screen and on bubbles t...
by Chema
Mon Nov 27, 2006 9:36 am
Forum: Games
Topic: Space99 - Music and Sound Effect Forum
Replies: 99
Views: 60310

So now would be the best time to find a good space1999 midi file :) I have uploaded the only one I found that somehow resemble the original tune... http://www.defence-force.org/ftp/forum/isometric/space1999/space1999_1_open.mid I found it months ago, just before deciding that music was completely o...
by Chema
Thu Nov 23, 2006 7:38 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 333415

ie: I can try to get that in my next OSDK version, as a generation option to generate a compressed executable using FilePack (Then the file would contains a self-unpacking routine). The C compiler does not use anything out of the OSDK zero page variables declared in header.h By default this area st...
by Chema
Thu Nov 23, 2006 10:23 am
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 333415

Hi Chema, that isometric view looks slightly shifted to the right (perhaps by one byte. Can this be corrected or is it as a result of my graphics? Neither. It is a result of the room graphic. Some rooms, like this one, have a wall setup which make them look like shifted. Mainly those with no walls ...
by Chema
Wed Nov 22, 2006 5:40 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 333415

ok, got a bit carried away with the graphics. I will get your routines done soon, but for eye candy (From Euphoric)... Very nice indeed Twilighte! I will also add something. As promised I made a small test for bubbles with the already used double buffer area: http://www.defence-force.org/ftp/forum/...
by Chema
Tue Nov 21, 2006 9:58 pm
Forum: 6502 assembly coding
Topic: 6502 routines/lib repository
Replies: 6
Views: 10539

I guess that this kind of read/write functions could be integrated in the OSDK, sounds good :) Now that you mention it DBug... I have the whole sources of Pinforic (really Fabrice's version). We used the old oric C compiler for Linux and had to make many changes (even in the library) to make it wor...
by Chema
Tue Nov 21, 2006 9:54 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 333415

Ok... trying then to keep this verbose ;)... I have made a few minor changes to the world map, mainly removing unused tiles from the tileset and adding the SPECIAL code bit for every door and info post. The result is here: http://www.defence-force.org/ftp/forum/isometric/space1999/white-chema.zip Be...
by Chema
Tue Nov 21, 2006 12:09 pm
Forum: 6502 assembly coding
Topic: 6502 routines/lib repository
Replies: 6
Views: 10539

Disk access sector based.

This set of routines were developed by Fabrice for using in Pinforic Infocom Interpreter. They access a disk sector by sector with a quite easy-to-use C interface. Technical questions, ask Fabrice! __sectors_per_track db 9 __double_sided db $ff __stepping_rate db 0 ; 6 ms sectors_per_cyl db 0 _init_...
by Chema
Tue Nov 21, 2006 11:39 am
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 333415

Well i can do this, it is not a problem. But i had though it would be rather cool if the items in the inventory area where in colour, then when placed on the game area, they would be the same graphic but without colours. However i can see the problem!, because your routine for plotting cannot be ex...