Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Starsickle last won the day on November 24

Starsickle had the most liked content!

Community Reputation

18 Good

About Starsickle

  • Birthday 06/09/1983

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. It's a HDD. I followed the vendor's guide to choosing, although their shop was quite a sprawl. As for github, I had considered making a private github for retrotrek but the project wasn't mature enough to warrant it anyways. I have the project tracker up, but no repo.
  2. There is some hope: I ordered a replacement PCB. An affordable waste if it doesn't work, but I believe I can do it myself. Needless to say, despite the small preparations I've made, I'm going to be more aggressive about backing up data.
  3. Disaster has Struck - A PSU incident has caused my Data HDD to stop responding completely, meaning it's effectively dead. A lot of recent projects since June have been busted, which means basically all of them. RetroTrek will have to be started over from Scratch, as I have lost even the Code, Design work, and Documentation. I am currently in Crisis Response Mode, but I have no doubt I will need at least a good hug in a few days.
  4. This is the majority of the block before the program handles its title screen input, after which it loads DATAINIT.PRG: 18 REM // DEPENDING ON GAME STATE: INIT DATA, MAIN LOOP, EXTRA, TERMINATE 29 REM //SETUP ENGINE, START GAME, MAIN LOOP, (TBD), END PROGRAM 20 IF CS%=0 THEN : CS%=1 21 ON CS% GOTO 25,1020,2000,9997,30000 22 GOTO 31110 25 REM //ENGINE SETUP AND INITIALIZATION===================================== 26 REM //NOTE: NEVER EVER OVERWRITE THESE! 27 CS%=0 : PL%=27 : REM //CONTROL STATE AND PREVIOUS LINE 28 VN$="0.0.1" : VD$="SEPTEMBER 14TH, 2020" 29 FC%=5 : BC%=0 : FI%=0 : BI%=5 : COLOR FC%, BC% 30 SX%=640 : SY%=480 : REM //SCREEN SIZE 31 DIM MSGQ$(20) : REM //OUTPUT SPAM QUEUE 32 QH=1 : QS=0 : REM //QUEUE HEAD, TAIL, AND STATUS 33 REM //===PROGRAM START========================================= 34 CLS : GOSUB 3120 35 LY%=43 : LX%=1 : GOSUB 1100 36 INPUT "PLEASE MAKE YOUR SELECTION"; MNU$ 37 GT$ = MNU$ 38 DEF FN FR(X)=FRE(0)-65536*(FRE(0)<0) : REM //COLLECT GARBAGE AND FREE BYTES 39 GOSUB 73 : POKE $30D,0 : POKE $30E,50 : SYS $FFF0 40 RF$ = STR$(FN FR(0)) 41 PRINT FN FR(0);"BYTES FREE" : GOSUB 70 42 REM //===PROGRAM DATA ALLOCATION================================= 43 DIM GD%(10) : REM //GAME DATA - SEE README. 44 DIM RGN$(9,19,2) : REM //SPACIAL REGION - SEE README. 45 REM DIM SCTR$(9,9,2) : REM //SPACIAL SECTOR - SEE README. 46 DIM SPCS%(7,5) : REM //SPECIES LIST - SEE README. 47 REM //DIM PLANETS$(13,3) : REM //CONTAINS PLANET NAME, TYPE, IFF 48 DIM SHPS%(10,16) : DIM SID$(10,2) : REM //SHIPS LIST AND SHIP NAME AND IFF 49 NS%=0 : GD%(1)=10 : GD%(0)=0 50 SU$="GRN" : REM //SHIP STATUS 51 GA$ = "*********************************************************" 52 GB$ = "* *" 58 CS%=2 59 GOTO 1000 DATAINIT.PRG is less than 100 lines with whitespace, but both creates DATA and shoves values into the various arrays. As reminder: check above image some posts up to see what is happening. A good but laborious experiment is if I were to change the line numbers of the DATAINIT.PRG program to never touch any of the numbers in the main file? What would happen? Would the string literals upon execution be restored?
  5. Yeah. I'm mystified. The main file clearly allocates more to memory in every regard than the data initialization file, so the explanation doesn't seem to fit. No matter what the case - I need to fix this, and I don't know how. Design wise, everything important is allocated, and if the program can't even correctly execute a random string literal after going back into main fail execution? I am clueless as to what to change or how to make this work.
  6. The good news: It works again. The game is playable again. The Bad news: I think only the DATA segment of memory is preserved between LOADs. So in this pic, you can see that some of the string literals did not survive, neither did any of the dimension-ed arrays before they were filled in the Data Initialization file. But...curiously: 3106 PRINT " RETROTREK - "VN$" STATUS: "SU$" RAM: "RF$ Of course, the debug output for ship data DID survive. Well, mostly. The IFFs did not survive, the ship names did not survive. Yikes. I happy the program can execute correctly, but now I have this new problem that defied expectations.
  7. Okay - this is an easy fix, then. I just cannot have a 0 state when this is first starting.
  8. Problem with the switch statement from earlier: 21 ON CS% GOTO 25,1500,2000,9997,30000 22 GOTO 31110 Presumably, you cannot initialize CS to 0 because once the file is loaded, CS is overwritten. but what happens right now is that the program slips through to 22 (Error). If 22 was not there, it slips to 25, which sets CS to 1, and eventually leads to a REDIM error. How do I use this correctly? Apparently the implicit 0 does not trigger 25...
  9. This is how I'm doing it. I have plans for a full color mode someday, but today is not that day. For now, I simply GOSUB to invert colors, but storing as 4 variables makes it more obvious what's happening. 10 FC%=5 : BC%=0 : FI%=0 : BI%=5 : COLOR FC%, BC% 70 REM //SUBROUTINE - SET COLORS TO STANDARD 71 COLOR FC%, BC% 72 RETURN 73 REM //SUBROUTINE - SET COLORS TO INVERTED 74 COLOR FI%, BI% 75 RETURN For me, important cursor positions for LOCATE are documented within each subroutine. What's more valuable - A REM line of documentation or N pairs of integer variables? You at least need the upperleft corner of each window you write characters in, right? Your MFD window is very large for something that is presenting options for the player. You have about 24 characters of room before an even border with the top windows. Split that window, and make the lower right a text spam message queue or a some window to present description or data. Perhaps a mode tracking variable for the menu state you are currently in, and after that just use "1110 GET A$: IF A$ = "" THEN 1110" and more to control the input handling immediately instead of risking errors. In UX thought - every action (even in error) the player takes should invoke some kind of feedback from the game - so that has to go someplace.
  10. HAHA! Awesome, here's some thoughts on the idea. First, the acquisition of the file should be as straightforward as possible, incur as little trouble to the game as possible, and be as temporary as possible. So, the way I see it is this - the user, having various usernames, constructs a mailbag of messages to be sent out whenever they want. This is an asynchronous activity, after all, so we need to support asynchronous methods. They package up their mail and send it out. Users can download this file and read it into a mailbag, after which they go through it if any messages are for them. (Key needed, of course. Beyond my experience.) Once the incoming mailbag is done being looked at? The file is useless. Repeat for more fun. Making it one way eliminates any need for keying, meaning that everyone's messages are for everyone else, which opens up other gameplay options for reading mail and acting on it. Perhaps some keys or options will trigger events in a local game? Up to you. Now, this of course opens up a huge cheating hole, but hey - it's not like we're aiming high on security - just simple communication. To summarize the player experience: Go to Comms terminal Make new message for mailbag. Add Username, message, Gameplay Things - whatever you'd like. Commit mailbag. User uploads the file. Downloads a incoming mailbag. Open Comms Terminal. Check Mail Read any messages, gain benefits. Incoming mailbag disposes itself.
  11. Optimization question: Pic below needs some work, as it takes up many lines in the program and requires several helper methods and variables. I'm not sure if I should store some elements as dedicated string variables or not, because I'm unsure if it will save space, especially if I end up sending the screens like Game Over, Mission Complete, and similar into subprogram files along with their helper methods.
  12. This is what I'm considering for the main file, although there's some concerns with how this will work. 15 MC%=0 : REM //THE MASTER COUNTER - USED FOR PROGRAM JUMPING. 16 LS%=0 : REM //LOADED FILE STATE - CONTROLLING THE LOADED FILE. 19 REM // DEPENDING ON GAME STATE: INIT DATA, MAIN LOOP, EXTRA, TERMINATE 20 ON LS% GOSUB 28,1000,1000 The Master Counter will increment every time a file is jumped. This will help me determine if the program is functioning properly. It's not needed, as I originally thought I could use MC to control or save a line number. The Loaded File State is the important one. This determines the program state, and when any given program file is loaded for execution into Low RAM, it HAS to hit a check versus the state first. So - what's wrong? The fact they are defined above. I think I could move those down into GOSUB 28 (which is implicitly LS%=0, right?), but now the problem exists of the following: A lot of this program is broken up into subroutine pieces and helpers. If I overwrite the program every time I load a new file, I have to make sure I make several pieces redundant, or only include them within the file loaded for execution. This is very big design challenge, because one has to remember not to overwrite important pieces of data that remain in the appropriate Low RAM stack. Outside of that challenge? Well, there is an alternative, but I don't think it's possible - I could load the program entirely into High RAM, but I don't think it's executable from that area, as it's simply not segmented like the Low RAM. This would be an interesting ability, though. EDIT: I also am not sure about how to capitalize the title - feel free to choose between RETROTrek, RetroTrek, and RETROTREK.
  13. I'm looking it over - the hardest part of all this really is that everything is in 2 letter variable names - but I can see you start at the starting address (AD) and allocate a specific amount of bytes to the name (24). First poke unknown - assuming it's a sentinel value or some other control value. Next is the quick ship profile, which is a Single character Archetype with 5 characters (uhh, a few have 6...). This is pretty slick, as it can be used for more procedural generation and representation. After that we're jumping around a bit, but CHR$(48+X) I assume is just navigating the character Table. Otherwise everything is a record of N size, controlled by LN for the line, jumping to a new AD because you know the size of each record in terms of characters and integers. If you don't mind, I'd like to try my hand of recombobulating this so I can store my own ship information, which currently looks like so: 41100 REM //SUBROUTINE - STARSHIP NAMES AND IFFS - ===========TODO - MOVVVEEEEEE 41101 SID$(0,0) = "ENDEAVOR" : SID$(0,1)="ALLI" 41102 SID$(1,0) = "NME-1" : SID$(1,1)="KLRG" 41103 SID$(2,0) = "NME-2" : SID$(2,1)="KLRG" 41104 SID$(3,0) = "NME-3" : SID$(3,1)="KLRG" 41105 SID$(4,0) = "NME-4" : SID$(4,1)="KLRG" 41106 SID$(5,0) = "NME-5" : SID$(5,1)="KLRG" 41107 SID$(6,0) = "NME-6" : SID$(6,1)="KLRG" 41108 SID$(7,0) = "ASTORIA" : SID$(7,1)="ALLI" 41109 SID$(8,0) = "RET-1" : SID$(8,1)="INDA" 41110 SID$(9,0) = "MERCH-1" : SID$(9,1)="DORA" 41111 RETURN 41120 REM //SUBROUTINE - SHIP DATA DEFINITION - SEE README ================ 41121 DATA 3, 3, 90, 3000, 18, 0, 300, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0 41122 DATA 1, 1, 30, 1000, 6, 0, 100, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0 41123 DATA 2, 2, 60, 2000, 12, 0, 200, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0 41124 DATA 3, 3, 90, 3000, 18, 0, 300, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0 41125 DATA 1, 1, 30, 1000, 6, 0, 300, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0 41126 DATA 2, 2, 60, 2000, 12, 0, 200, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0 41127 DATA 3, 3, 90, 3000, 18, 0, 300, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0 41128 DATA 3, 3, 90, 3000, 18, 0, 300, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0 41129 DATA 2, 2, 60, 2000, 6, 0, 200, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0 41130 DATA 1, 1, 30, 1000, 6, 0, 100, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0 41131 RETURN If I learn how to do this (and make it work), I definitely could just throw all the object data in the game into segments of a 512k High Ram Bank. Reading sequentially is a pain and N data lines grows, but perhaps, in known and well-defined cases, an ID can be assigned that matches a memory address for direct access, sorting, etc? Would love to have this sort of layout with the ability to highlight and select a line by inverting the color of the currently selected line. This is why I have colors set in variables along with their inversions.
  • Create New...

Important Information

Please review our Terms of Use