Search found 4443 matches

by Dbug
Tue Feb 09, 2016 8:14 am
Forum: General Discussion
Topic: New Oric Forum
Replies: 6
Views: 8285

Re: New Oric Forum

Interesting, thanks :)

I've to say that the englishness (if that's a word) is strong in that one, reading posts sounds like being in a pub full of "mates" and "chaps" :D
by Dbug
Sat Feb 06, 2016 3:46 pm
Forum: Games
Topic: Global Game Jam 2016
Replies: 3
Views: 8232

Global Game Jam 2016

Last weekend I was participating to the Global Game Jam event, in the Oslo section. I was not very inspired by the theme, but I managed to release a small Oric game anyway, just don't get all excited about it :p I wrote a small article about it on my blog at http://blog.defence-force.com/index?page=...
by Dbug
Mon Feb 01, 2016 10:28 pm
Forum: BASIC programming
Topic: Something more clever for ASCII encryption than this?
Replies: 4
Views: 15779

Re: Something more clever for ASCII encryption than this?

You could use the ROM (area from C000 to FFFF) to "encrypt" the values:

Code: Select all

FOR index=0 to length
  encrypted[index]=source[index] XOR (PEEK(#C000+index)+index)
NEXT
by Dbug
Tue Jan 26, 2016 6:46 pm
Forum: Games
Topic: Development of Blake's 7 (was OASIS development)
Replies: 600
Views: 550829

Re: OASIS very very early alpha tech demo

Answering questions "en vrac", based on my own personal experience of using scripting systems in games I worked on: - Signed vs Unsigned: A *huge* majority of the code is just using unsigned logic, it's much better to get the full unsigned range and to have a "negate" instruction...
by Dbug
Mon Jan 25, 2016 6:03 pm
Forum: Games
Topic: Development of Blake's 7 (was OASIS development)
Replies: 600
Views: 550829

Re: OASIS very very early alpha tech demo

I don't understand where the 64 come from from the explanation It was to encode 100, which is not a small value, so the bit 6 is used for that: (...) If bit number 7 is clear, bit number 6 is examined. If clear, bits 0-5 are taken as a constant (0-63), else the next byte is read and treated as cons...
by Dbug
Sun Jan 24, 2016 2:12 pm
Forum: Tape and floppy disk converters
Topic: FloppyBuilder evolution
Replies: 89
Views: 120557

Re: FloppyBuilder evolution

Very impressive, I'll wait this improvements before trying it Actually the final version will be very close to that one, so I'd rather have as many people as possible trying it so I can collect all the feedback and fix the stuff before doing it an official release. This version breaks the compatibi...
by Dbug
Sun Jan 24, 2016 12:29 pm
Forum: Tape and floppy disk converters
Topic: FloppyBuilder evolution
Replies: 89
Views: 120557

Re: FloppyBuilder evolution

So here is a candidate version of the 1.0 FloppyBuilder, with last year's Global Game Jam project modified to use it. GlobalGameJam2015.zip It's not the final version, but I thought that giving some early information regarding what the system will look like would be nice. The main differences are: -...
by Dbug
Sun Jan 24, 2016 11:52 am
Forum: Games
Topic: Development of Blake's 7 (was OASIS development)
Replies: 600
Views: 550829

Re: OASIS very very early alpha tech demo

Sounds good. Remember that if you end up running in short of available instructions, you can still have you compiler generate multiple instructions to emulate the equivalent using negation: byte sfAdd(byte a, byte b) returns a+b byte sfSub(byte a, byte b) returns a-b bool sfEqual(byte, byte) true if...
by Dbug
Thu Jan 21, 2016 9:36 pm
Forum: Tape and floppy disk converters
Topic: FloppyBuilder evolution
Replies: 89
Views: 120557

Re: FloppyBuilder evolution

So, some feedback on what I managed to do so far: 0.20 - 2016/01/19 - Added a 'FormatVersion' command to help handle the lack of backward compatibility - Added a 'WriteLoader' command to simplify the handling of loader specific parameters (the loader cannot be compressed, should not be in the direct...
by Dbug
Tue Jan 19, 2016 8:42 pm
Forum: Tape and floppy disk converters
Topic: FloppyBuilder evolution
Replies: 89
Views: 120557

FloppyBuilder evolution

I created this new topic to discuss the changes in the new versions, I'm looking for feedback, so if something seems to you to be a bad idea then by all means express yourself :) I've been discussing with Chema and Iss about their use of the system, and so far most of the changes have been in the ac...
by Dbug
Tue Jan 19, 2016 8:19 pm
Forum: Games
Topic: Development of Blake's 7 (was OASIS development)
Replies: 600
Views: 550829

Re: OASIS very very early alpha tech demo

At first glance it seems perfectly fine :)
I assume your get2params function returns the values in the registers?
by Dbug
Tue Jan 19, 2016 5:39 pm
Forum: Games
Topic: Development of Blake's 7 (was OASIS development)
Replies: 600
Views: 550829

Re: OASIS very very early alpha tech demo

That actually may be reusable later as a generic game scripting system for the Oric (with custom instructions of course, but that would be a good base).
Well done :)
by Dbug
Sun Jan 17, 2016 9:32 pm
Forum: Cross development tools
Topic: OSDK 1.8
Replies: 0
Views: 21944

OSDK 1.8

The version 1.8 of the OSDK is now available, with the following changes: - The build script is now correctly setting up XA: If you use 65816 or 65c02 instructions they will be refused with an error message - Upgraded Link65 to the version 0.64 (fixed a bunch of problems with include files and exter...
by Dbug
Sun Jan 17, 2016 1:28 pm
Forum: Games
Topic: Development of Blake's 7 (was OASIS development)
Replies: 600
Views: 550829

Re: OASIS very very early alpha tech demo

1) Linker errors That one need to be fixed. I know that I tried multiple time to get it fixed but that was causing other issues in Twilighte's code, so not sure how easy it is. Need to check 2) Loading of uncompressed files Me: The issue is not really with the floppy builder, it's the loader itself...
by Dbug
Sat Jan 16, 2016 12:27 pm
Forum: Games
Topic: Development of Blake's 7 (was OASIS development)
Replies: 600
Views: 550829

Re: OASIS very very early alpha tech demo

Ok, let's address the various issues: 1) Linker errors You have hit a known issue in the linker system, for some legacy reasons it does not process the files that are included, so it does find the symbols defined in the description file. But since technically they are really included (it's really ju...