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desertfish

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Everything posted by desertfish

  1. I'm intrigued I hope to find some time this weekend to spend on this issue!
  2. first reaction is: look at how left$ is returning a string? (disclaimer: i have no idea at all how to look into the BASIC rom for how it executes certain tokens....)
  3. I will certainly re-review this game shortly, seeing you're making a lot of improvements
  4. Hey I was wondering about the lack of HEX$ and BIN$ myself as well so this is an iteresting topic to me! I would like to see if I can perhaps help you with this but I have zero experience with building a custom rom though right now. I don't know if that is difficult to set up?
  5. @rje I tried the game and left a review with some issues I was having with it. They *could* be related to the game balance issue you mention above but it's not entirely clear to me. I wonder if you could help me with them or see if they make any sense at all or that I perhaps just don't "get" the game mechanics yet
  6. Hmmm yeah the TextElite game I just uploaded does provide the planet generation and trading simulation however there’s nothing else as game play mechanics or motivators to keep the player engaged......
  7. I've just released Prog8 4.6 with again a bunch of improvements and bugfixes. This version is required to compile the latest TextElite game correctly, as it provides the new diskio library module that takes care of loading and saving data.
  8. V1.1 was just uploaded and it added save game support. You can save your progress and reload it at a later time to continue where you left off.
  9. About the floating point math routines, yeah I gladly use the ROM for that. I happily assumed the Cx16 has a proper documented fixed jump table for them (https://github.com/commanderx16/x16-rom/blob/0ebe2ab1556a0c46df41e5894ccae9b776c8a6a7/fplib/fplib.inc) but perhaps this is still subject to change for newer ROM versions? I hope not On the C64 we jump straight into BASIC ROM somewhere... but these won't change anymore
  10. Personally, I just wrote my own little strout routine that only uses the CHROUT kernal routine at its documented location. It's only a few instructions long. Any reason you really want to use basic's STROUT?
  11. No worries! There's nobody waiting for us I'm quite curious how that would turn out to be. !
  12. Nice man, impressive. I used to have a breadbin C64 then a C64-ii then an Amiga500 and finally an A4000 but these have all been sold off back in the day to get some money back for poor kid me to purchase the next upgrade
  13. You must live in a Tardis to be able to store that many things Are they all connected/working?
    I like the fog of war a lot, very impressively done However I'm finding the game impossibly difficult. Even after picking up an axe, and being able to hit a minotaur with it for about 40 each hit, i didn't survive the battle. Usually because I am surrounded by other monsters too eventually. Unclear if this is because I'm bad at the game or that there may be a problem with the monster's HP or not, I don't know, but I've tried 5 times with the same result. Finally it seems the monsters are able to attack me diagonally, while my hero can only fight horizontally or vertically. This makes it unfair when surrounded by enemies you cannot hit! All in all lots of potential but not really playable for me as it is right now. Will be glad to retry an updated version to adjust my rating hopefully!
  14. It should be way way faster than basic. Some micro benchmarks comparing several languages (including raw assembly) is here https://github.com/KarolS/millfork-benchmarks/tree/master/6502
  15. I've just released Prog8 4.5 with a bunch of improvements and bugfixes. This version is required to compile the TextElite game correctly. Yeah version 1.0 of my text-elite space trader sim conversion is done! It can be found in the Download section under Games! @SerErris all planets, their descriptions and properties, and trade markets are procedurally generated like in the original
  16. desertfish

    TextElite

    Version 1.1

    6 downloads

    Imagine yourself, commander Jameson, in the cockpit of the Cobra MK-III with 100 Cr. in your bank and stationed on Lave, one of the more well known colonized planets. You're setting out to be a master trader and to get rich by exploiting commodity markets across the galaxy! This simulation engine is very faithful to the original procedural universe algorithms found in the actual Elite game. There are 8 galaxies to explore, each containing 256 totally different inhabited planets that you can travel to. Each planet is named, has certain government types and inhabiting species, and you can read a short description that characterizes the planet and what it is famous or notorious for. Of course every planet has a commodity trade market, and you have to exploit the various supplies or shortages and price differences to make your fortune! You can save and reload your progress to continue at a later time. Source code here https://github.com/irmen/prog8/blob/master/examples/textelite.p8 Written in Prog8, converted from original C source code obtained from http://www.elitehomepage.org/text/index.htm (this game can also run on the C-64 if you recompile it for that machine target)
  17. TextElite View File Imagine yourself, commander Jameson, in the cockpit of the Cobra MK-III with 100 Cr. in your bank and stationed on Lave, one of the more well known colonized planets. You're setting out to be a master trader and to get rich by exploiting commodity markets across the galaxy! This simulation engine is very faithful to the original procedural universe algorithms found in the actual Elite game. There are 8 galaxies to explore, each containing 256 totally different inhabited planets that you can travel to. Each planet is named, has certain government types and inhabiting species, and you can read a short description that characterizes the planet and what it is famous or notorious for. Of course every planet has a commodity trade market, and you have to exploit the various supplies or shortages and price differences to make your fortune! You can save and reload your progress to continue at a later time. Source code here https://github.com/irmen/prog8/blob/master/examples/textelite.p8 Written in Prog8, converted from original C source code obtained from http://www.elitehomepage.org/text/index.htm (this game can also run on the C-64 if you recompile it for that machine target) Submitter desertfish Submitted 10/11/20 Category Games  
  18. While there seems to be somewhat of a Kotlin target for Antlr, I went with the default Java target and mapped that to Kotlin classes myself. The translation of Antlr's generated AST classes into my own Kotlin AST classes is done mostly via the extension methods principle taken from https://tomassetti.me/parse-tree-abstract-syntax-tree/ In the end, I need my own custom AST Node classes anyway, so I *think* the current solution is adequate and having a native kotlin output from the parser generator doesn't give much extra benefits.
  19. .... or it provides "16 times the detail" as other retro platforms ... ? Oh wait that was supposed to be something else.
  20. I think both of your questions are answered at the same time: The assembly code starts at $080d (2061 decimal) so that it leaves enough room to put a tiny one liner basic program before it, starting at the usual $0801. The basic program is just 10 SYS 2061 -- so when you type RUN , the first thing basic does is doing the SYS into the assembly routine starting at 2061 that then takes over
  21. that looks like a useful article for when I'm actually ready to start using the more advanced features of the cx16, bookmarked
  22. @Greg KingOh man, the flashback I used that exact feature. Could play games on the C64 while the two drives were copying a stack of floppies. It was amazing
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