Search found 2539 matches

by Chema
Thu Nov 23, 2006 7:38 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 410774

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: 410774

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: 410774

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: 12428

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: 410774

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: 12428

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: 410774

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...
by Chema
Mon Nov 20, 2006 8:12 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 410774

The layout is simply astonishing! I LOVE it! About inventory items, I would use the same graphic as for the corresponding iso tile (even if I finally turn them to be characters, instead of tiles, but that is just internally), so even the same drawing routine could be used. You are being too quick fo...
by Chema
Mon Nov 20, 2006 2:14 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 410774

This sounds like a good idea. It also sounds like a good idea to get some more characters drawn up, but haven't managed yet. :evil: Dbug mentioned some time ago that the Helena character was an astonishingly close resemblence ;) However the angle needs to be slightly adjusted ;) I have no problems ...
by Chema
Mon Nov 20, 2006 12:47 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 410774

And the amount of memory will now be in the range of $500 to $9FFF (39680). Enough for me. This reason only is enough as to vote for the HIRES option. I would not personally bother about portability at this stage... but this is just a partial point of view as I am interested most on the isometric e...
by Chema
Fri Nov 17, 2006 2:41 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 410774

Come on! I have no time to keep up... again many things.. :) Am i right? If this is what you need, especially if the size is fixed, i can provide then you can perhaps compare speeds. Yes. The size is not fixed, however (remember the general engine thingy?). Ayway that would be a nice idea. I can eve...
by Chema
Thu Nov 16, 2006 8:11 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 410774

Argh... too many new things... Let me try not to forget anything. About the pixel rotation of sextets it is (sadly) not so easy. At least not for my understanding. Even if you allways rotate 2 bits, you cannot say your graphic would be rotated 0,2,4 times, as it can be 1,3,5! This is because you can...
by Chema
Thu Nov 16, 2006 12:20 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 410774

Greetings... let's go: I just checked out the latest version. I like the way the newer doors work. The game flows better with the faster doors. If you agree, Twiligthe, then I will change this. It would only take 1 extra tile for animating doors. I will do the same on lifts and see how it looks like...
by Chema
Wed Nov 15, 2006 7:42 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 410774

Need your oppinion. I uploaded yet another version of the animated doors: http://www.defence-force.org/ftp/forum/isometric/space1999/testdoors2.zip This time I removed some frames in the animation, leaving it only with the door closed/half open/open. It saves time and also tilecodes, which is someth...
by Chema
Wed Nov 15, 2006 10:48 am
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 410774

I totaly agree with that. A good adventure game with lot's of dialogs and interactions :) Hehe... yep. However this time we will be limited by memory constraints, so we might keep it simpler just to show what things could be done. Even with compressed text, don't expect too many different messages ...