ProDOS port announce [message #380005] |
Wed, 23 January 2019 13:21 |
qkumba
Messages: 1584 Registered: March 2013
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I'm abandoning the old thread in order to create dedicated entries.
This one is intended for anyone to announce the release of a new port.
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Re: ProDOS port announce [message #380009 is a reply to message #380005] |
Wed, 23 January 2019 13:29 |
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Originally posted by: James Davis
On Wednesday, January 23, 2019 at 10:21:39 AM UTC-8, qkumba wrote:
> I'm abandoning the old thread in order to create dedicated entries.
> This one is intended for anyone to announce the release of a new port.
Thanks, the old one was getting too big, anyway.
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Re: ProDOS port announce [message #380854 is a reply to message #380850] |
Fri, 08 February 2019 06:48 |
Alex Lee
Messages: 220 Registered: November 2012
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On 2019-02-08 08:42:56 +0000, qkumba said:
> Commando
> Heavy Barrel
> Ikari Warriors
> Bad Dudes
> Batman
> Platoon
Nice work!
Is the Victory Road (also uploaded to Asimov and currently in incoming)
any different to the one you did a couple of years ago?
- Alex
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Re: ProDOS port announce [message #380861 is a reply to message #380854] |
Fri, 08 February 2019 14:05 |
qkumba
Messages: 1584 Registered: March 2013
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> Nice work!
Thanks.
> Is the Victory Road (also uploaded to Asimov and currently in incoming)
> any different to the one you did a couple of years ago?
It's repackaged, and should load a bit faster than before. I rewrote my loader to be essentially the same for all Quicksilver titles, rather than custom which I tried originally.
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Re: ProDOS port announce [message #380865 is a reply to message #380861] |
Fri, 08 February 2019 17:23 |
Alex Lee
Messages: 220 Registered: November 2012
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On 2019-02-08 19:05:22 +0000, qkumba said:
>>
>> Nice work!
>
> Thanks.
>
>> Is the Victory Road (also uploaded to Asimov and currently in incoming)
>> any different to the one you did a couple of years ago?
>
> It's repackaged, and should load a bit faster than before. I rewrote
> my loader to be essentially the same for all Quicksilver titles, rather
> than custom which I tried originally.
Awesome! Look forward to Robocop as part of of the QuickSilver titles.
Also is Kid Niki: Radical Ninja a Quicksilver port as well?
- Alex
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Re: ProDOS port announce [message #380866 is a reply to message #380859] |
Fri, 08 February 2019 18:08 |
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Originally posted by: Anthony Adverse
On Saturday, February 9, 2019 at 4:35:13 AM UTC+11, Antoine Vignau wrote:
> Qkumba did the Quickloader thing by Quicksilver (for Data East but there's no Q here) ;-)
Seeing as it was Data East, maybe it was a Q for the west ;)
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Re: ProDOS port announce [message #380867 is a reply to message #380866] |
Fri, 08 February 2019 19:41 |
qkumba
Messages: 1584 Registered: March 2013
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Kid Niki is done.
However, after completing level 7, there's some corrupted graphics and it restarts on level 2.
There is no end-sequence.
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Re: ProDOS port announce [message #381359 is a reply to message #381356] |
Thu, 21 February 2019 21:10 |
Alex Lee
Messages: 220 Registered: November 2012
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On 2019-02-21 22:56:53 +0000, qkumba said:
> Captain Goodnight.
> You're welcome.
>
> High score are saved in GOODNIGHT.O.
Oh, baby! The one and only. Thanks bigtime!
I'll be sure to give it some thorough testing :-)
- Alex
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Re: ProDOS port announce [message #381360 is a reply to message #381359] |
Thu, 21 February 2019 21:20 |
qkumba
Messages: 1584 Registered: March 2013
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Yes please.
The code-wheel protection is removed entirely, so the submarine won't ask anything, and you can just press the button on the doomsday device.
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Re: ProDOS port announce [message #381361 is a reply to message #381360] |
Thu, 21 February 2019 22:00 |
Alex Lee
Messages: 220 Registered: November 2012
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On 2019-02-22 02:20:48 +0000, qkumba said:
> Yes please.
> The code-wheel protection is removed entirely, so the submarine won't
> ask anything, and you can just press the button on the doomsday device.
Amazing. I wasn't going to ask straight away, because I should just be
pleased enough that this can now run from ProDOS.
It was probably this game that put the fear of god into me that I
needed to get everything right, first time, for success to occur in ALL
aspects of my life ;-) I remember getting to the Doomsday device, heart
pumping to have made it that far, only to f#%k up the switch sequence
and lose the game. I did manage to finish it later replaying it,
without cheats and use of the decoder wheel (it was our first game
purchase shortly after getting a IIGS in mid '87) so was always playing
on the original disk. I should have my high scores still saved on it
actually :-)
- Alex
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Re: ProDOS port announce [message #381418 is a reply to message #381360] |
Sun, 24 February 2019 07:27 |
Alex Lee
Messages: 220 Registered: November 2012
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On 2019-02-22 02:20:48 +0000, qkumba said:
> Yes please.
> The code-wheel protection is removed entirely, so the submarine won't
> ask anything, and you can just press the button on the doomsday device.
I've only managed to play three games, none of which I completed, but
got to Doom Island on the last attempt. It all worked flawlessly, even
running from System 6.0.x – except for checking the high scores – after
which, it reset my IIGS.
I'll do more testing, see if the game resets when run from ProDOS 8 on
its own, and hopefully get to play to the end to make sure that all
works properly.
- Alex
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Re: ProDOS port announce [message #381430 is a reply to message #381418] |
Sun, 24 February 2019 21:55 |
qkumba
Messages: 1584 Registered: March 2013
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The game intentionally reboots after displaying high scores.
I hope that that's what you meant, not that it reset before displaying them.
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Re: ProDOS port announce [message #381435 is a reply to message #381430] |
Mon, 25 February 2019 05:25 |
Alex Lee
Messages: 220 Registered: November 2012
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On 2019-02-25 02:55:14 +0000, qkumba said:
> The game intentionally reboots after displaying high scores.
> I hope that that's what you meant, not that it reset before displaying them.
Nope, that's it, the game reboots after seeing the high scores. I would
have thought after seeing the high scores a keypress would take you
back to the title graphic and intro, rather than a reset.
- Alex
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Re: ProDOS port announce [message #383061 is a reply to message #382972] |
Sat, 13 April 2019 20:08 |
Alex Lee
Messages: 220 Registered: November 2012
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On 2019-04-11 05:28:46 +0000, qkumba said:
> Star Blazer 19k file.
Thanks qkumba! Also thanks to 4am's recent Woz image of this, revealing
the animated title screen for the first time (at least to me).
I've played through all 5 stages of the game through to its end with
nary an issue.
High score support would be great if the original 5.25" disk release
included it, but still over the moon about this ProDOS conversion :-)
- Alex
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Re: ProDOS port announce [message #383097 is a reply to message #383092] |
Mon, 15 April 2019 07:53 |
Alex Lee
Messages: 220 Registered: November 2012
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On 2019-04-15 03:34:59 +0000, qkumba said:
> The original doesn't save them. There's no write routine in memory.
> If there were, be sure that I would have included it.
Noted! Very much appreciated.
- Alex
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Re: ProDOS port announce [message #383104 is a reply to message #383092] |
Mon, 15 April 2019 12:02 |
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Originally posted by: Anthony Adverse
On Monday, April 15, 2019 at 1:35:01 PM UTC+10, qkumba wrote:
> The original doesn't save them. There's no write routine in memory.
> If there were, be sure that I would have included it.
I heard you were really clever and could add one in ;) But I guess it wouldn't be a "clean" crack then...
A
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Re: ProDOS port announce [message #383105 is a reply to message #383104] |
Mon, 15 April 2019 12:59 |
gids.rs
Messages: 1395 Registered: October 2012
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On Monday, April 15, 2019 at 10:02:20 AM UTC-6, Anthony Adverse wrote:
> On Monday, April 15, 2019 at 1:35:01 PM UTC+10, qkumba wrote:
>> The original doesn't save them. There's no write routine in memory.
>> If there were, be sure that I would have included it.
>
> I heard you were really clever and could add one in ;) But I guess it wouldn't be a "clean" crack then...
>
All the rules have been broken. It has been ported over to Prodos. Anything now goes.
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Re: ProDOS port announce [message #383107 is a reply to message #383105] |
Mon, 15 April 2019 14:05 |
Steve Nickolas
Messages: 2036 Registered: October 2012
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On Mon, 15 Apr 2019, I am Rob wrote:
> On Monday, April 15, 2019 at 10:02:20 AM UTC-6, Anthony Adverse wrote:
>> On Monday, April 15, 2019 at 1:35:01 PM UTC+10, qkumba wrote:
>>> The original doesn't save them. There's no write routine in memory.
>>> If there were, be sure that I would have included it.
>>
>> I heard you were really clever and could add one in ;) But I guess it wouldn't be a "clean" crack then...
>>
>
>
> All the rules have been broken. It has been ported over to Prodos. Anything now goes.
>
I've created a monster.
-uso.
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Re: ProDOS port announce [message #383317 is a reply to message #383316] |
Mon, 22 April 2019 22:07 |
Steve Nickolas
Messages: 2036 Registered: October 2012
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On Mon, 22 Apr 2019, frank_o_rama@hotmail.com wrote:
>
> Oops i think asimovlookerafterer put this in uso's directory by mistake.
Yikes!
I've been having electrical problems at my apartment which mgmt can't be
bothered to fix (currently trying to get help in relocating) and can't
even use the computer with my 6502/Apple ][ tools right now.
-uso.
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Re: ProDOS port announce [message #383683 is a reply to message #383678] |
Tue, 07 May 2019 06:20 |
Alex Lee
Messages: 220 Registered: November 2012
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On 2019-05-07 05:14:59 +0000, qkumba said:
> Rampage. Double-hires, requires 128kb RAM.
>
> High scores are saved in RAMPAGE.6.
Awesome!
- Alex
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Re: ProDOS port announce [message #383685 is a reply to message #383678] |
Tue, 07 May 2019 10:38 |
Tempest
Messages: 529 Registered: November 2012
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On Tuesday, May 7, 2019 at 1:15:01 AM UTC-4, qkumba wrote:
> Rampage. Double-hires, requires 128kb RAM.
>
> High scores are saved in RAMPAGE.6.
Rampage on the Apple II gets dinged for being a bit slow, but to me that's what made it playable (same with Arkanoid). It's still my favorite version of the game (although the Lynx version is a lot of fun too).
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