Re: ProDOS port announce [message #387428 is a reply to message #387409] |
Sat, 28 September 2019 15:13 |
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Originally posted by: inexorabletash
Re: FS2
Hooray! Also bouncing up and down. :) Do I notice less garbage on the hires screen during loads, or have I just not exercised it enough? Per Computist, the original I/O routines were a little convoluted...
Re: Scenery
Keep a port of Jet in mind at the same time since it can also use the scenery disks. I'll be curious what you come up with - a custom "port" per scenery disk, a way to swap "disks" within the game, or reworking the index mechanism so that all scenery areas can coexist at once (not sure how that would handle overlaps or coordinate re-use, though), or something more clever.
Also, I have the physical disks that aren't up on Asimov (SD11 and Western Europe SD14) when you get that far. Just need to team up with someone with an AppleSauce.
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Re: ProDOS port announce [message #387435 is a reply to message #387428] |
Sat, 28 September 2019 19:45 |
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Originally posted by: Bobbi
On Saturday, 28 September 2019 15:13:13 UTC-4, inexora...@gmail.com wrote:
> Re: FS2
>
> Hooray! Also bouncing up and down. :) Do I notice less garbage on the hires screen during loads, or have I just not exercised it enough? Per Computist, the original I/O routines were a little convoluted...
>
> Re: Scenery
>
> Keep a port of Jet in mind at the same time since it can also use the scenery disks. I'll be curious what you come up with - a custom "port" per scenery disk, a way to swap "disks" within the game, or reworking the index mechanism so that all scenery areas can coexist at once (not sure how that would handle overlaps or coordinate re-use, though), or something more clever..
>
> Also, I have the physical disks that aren't up on Asimov (SD11 and Western Europe SD14) when you get that far. Just need to team up with someone with an AppleSauce.
Ah wow ... I have been looking for Western Europe (the scenery, not the landmass itself!) I used to have that on PC and would love it for Apple II.
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Re: ProDOS port announce [message #387446 is a reply to message #387435] |
Sun, 29 September 2019 18:45 |
qkumba
Messages: 1584 Registered: March 2013
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Only seven scenery disks plus the two STAR disks for Japan and San Francisco were released for the Apple II. Perhaps the PC disks could be back-ported, though.
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Re: ProDOS port announce [message #387447 is a reply to message #387446] |
Sun, 29 September 2019 19:00 |
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Originally posted by: Bobbi
On Sunday, 29 September 2019 18:45:31 UTC-4, qkumba wrote:
> Only seven scenery disks plus the two STAR disks for Japan and San Francisco were released for the Apple II. Perhaps the PC disks could be back-ported, though.
I never could find a definitive list of which scenery disks were released for which platform. Porting the scenery from the PC version is an interesting thought though!
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Re: ProDOS port announce [message #387452 is a reply to message #387447] |
Sun, 29 September 2019 23:42 |
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Originally posted by: inexorabletash
1,2,3,4,5,6,7,11, Japan (13), Western Europe (14) and San Francisco STAR were released for the Apple. I have Originals of all but #5.
https://flic.kr/p/2hnWrMS
8 and 10 were never released for any platform. 9 and 12 and Hawaii would need porting.
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Re: ProDOS port announce [message #388884 is a reply to message #388882] |
Fri, 22 November 2019 00:08 |
roughana
Messages: 219 Registered: November 2012
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qkumba <peter.ferrie@gmail.com> wrote:
> Skyfox!
Yay. Thank you.
> Oh, and I fixed the game bug so it plays Mockingboard music on the GS, too.
I assume you mean via a Mockingboard rather than some IIgs ensonic
emulation of a non existent Mockingboard.
I did notice with old cracks that the title animation hangs if there is no
joystick plugged in. Is this something that is fixable?
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Re: ProDOS port announce [message #388886 is a reply to message #388884] |
Fri, 22 November 2019 10:12 |
qkumba
Messages: 1584 Registered: March 2013
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>> Oh, and I fixed the game bug so it plays Mockingboard music on the GS, too.
> I assume you mean via a Mockingboard rather than some IIgs ensonic
> emulation of a non existent Mockingboard.
Of course. The game supports the Mockingboard, but due to a "bug" (really an unfortunate assumption) it could never play music on the IIGS or enhanced IIe. Neither of those machines existed at the time.
> I did notice with old cracks that the title animation hangs if there is no
> joystick plugged in. Is this something that is fixable?
The game requires a joystick to play, so I think that's fair.
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Re: ProDOS port announce [message #388894 is a reply to message #388886] |
Fri, 22 November 2019 16:17 |
TomCh
Messages: 242 Registered: November 2012
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On Friday, 22 November 2019 15:12:25 UTC, qkumba wrote:
>>> Oh, and I fixed the game bug so it plays Mockingboard music on the GS, too.
>> I assume you mean via a Mockingboard rather than some IIgs ensonic
>> emulation of a non existent Mockingboard.
>
> Of course. The game supports the Mockingboard, but due to a "bug" (really an unfortunate assumption) it could never play music on the IIGS or enhanced IIe. Neither of those machines existed at the time.
>
I'm intrigued... please share some details about this Skyfox bug/assumption for MB on an enhanced //e!
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Re: ProDOS port announce [message #388903 is a reply to message #388894] |
Sat, 23 November 2019 11:27 |
qkumba
Messages: 1584 Registered: March 2013
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The assumption is that LC stays mapped in when an interrupt fires.
That was the case for the II+ and the original IIe.
It changed on the enhanced IIe and the IIGS.
Now the re-vectored FFFE/FFFF isn't used. It always goes through $3FE/3FF, after the ROM handler in $Cxxx space runs first and maps ROM in.
One-on-One had the same issue.
The fix is to hook $3FE/3FF as well, and re-enable LC before jumping to the original handler.
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Re: ProDOS port announce [message #388904 is a reply to message #388903] |
Sat, 23 November 2019 11:41 |
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Originally posted by: fadden
On Saturday, November 23, 2019 at 8:27:25 AM UTC-8, qkumba wrote:
> The assumption is that LC stays mapped in when an interrupt fires.
> That was the case for the II+ and the original IIe.
> It changed on the enhanced IIe and the IIGS.
IIRC this changed the behavior of the Reset key as well. It allowed you to map alt RAM, boot a game, and then hit Reset to return to base RAM with the game nicely captured. Sort of a poor man's NMI card.
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Re: ProDOS port announce [message #388906 is a reply to message #388903] |
Sat, 23 November 2019 13:35 |
Vince Weaver
Messages: 136 Registered: April 2013
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On 2019-11-23, qkumba <peter.ferrie@gmail.com> wrote:
> The assumption is that LC stays mapped in when an interrupt fires.
> That was the case for the II+ and the original IIe.
> It changed on the enhanced IIe and the IIGS.
Wait, on an enhanced IIe it somehow skips the LC FFFE/FFFF vector if the LC
is mapped in?
What does a IIc do?
Vince
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Re: ProDOS port announce [message #388922 is a reply to message #388906] |
Sun, 24 November 2019 21:48 |
qkumba
Messages: 1584 Registered: March 2013
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> Wait, on an enhanced IIe it somehow skips the LC FFFE/FFFF vector if the LC
> is mapped in?
>
> What does a IIc do?
I've confused myself. On the GS, the FFFE/FFFF is ignored. $Cxxx space always gets control immediately, maps in ROM and then dispatches the interrupt.
On the enhanced IIe and the IIc, if the default $Cxxx handler is used, then ROM gets mapped in before the interrupt is delivered, but FFFE/FFFF is used and can be hooked.
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Re: ProDOS port announce [message #389010 is a reply to message #389008] |
Fri, 29 November 2019 20:25 |
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Originally posted by: James Davis
On Friday, November 29, 2019 at 12:39:58 PM UTC-8, Todd Holcomb wrote:
> On Tuesday, November 26, 2019 at 2:58:28 PM UTC-6, qkumba wrote:
>> Ultima III.
>
> Day #4 of sitting in the Incoming directory, unable to download... :(
Give thanks, it's that weekend!
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Re: ProDOS port announce [message #389448 is a reply to message #389446] |
Sun, 05 January 2020 12:09 |
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Originally posted by: Todd Holcomb
On Saturday, January 4, 2020 at 11:05:19 PM UTC-6, qkumba wrote:
> Exterminator 16k file.
> High scores are saved to HISAVE.
Some interesting history about Exterminator (AKA Eliminator):
The Eliminator, distributed by Adventure International, was an adaptation of the arcade game Defender, released by Williams Electronics in 1980. Adventure International sold The Eliminator (the definite article “the” was part of the title) for several computers:
- the TRS‑80 version, written by Wayne Westmoreland and Terry Gilman, was released in 1981
- the Apple II version, written by John Anderson, was also released in 1981
- the Atari 400/800 version, written by Steve Coleman, was released in 1982
The TRS‑80 version by Wayne Westmoreland and Terry Gilman began life as Space Defender, a fairly close clone of Defender. Adventure International was concerned about the liability of such a close clone and requested changes to lessen the similarities to Defender. The new version, which was known as The Eliminator, replaced the scrolling landscape of Defender with a series of platforms.
John Anderson’s Apple II version of The Eliminator (his first Apple II game) also began as a clone of Defender. Just like the TRS‑80 version, Adventure International wanted changes to limit similarities to Defender. John Anderson decided to change his version to take place in open space, making it vastly different from Defender. Much later, he stated that he regretted that decision and felt that he should have kept it closer to Defender.
- Anyone know why the name was changed from Eliminator to Exterminator? I found the game with the Eliminator titlescreen as well...
Todd
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Re: ProDOS port announce [message #389828 is a reply to message #389448] |
Thu, 13 February 2020 03:50 |
Alex Lee
Messages: 220 Registered: November 2012
Karma: 0
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On 2020-01-05 17:09:53 +0000, Todd Holcomb said:
> On Saturday, January 4, 2020 at 11:05:19 PM UTC-6, qkumba wrote:
>> Exterminator 16k file.
>> High scores are saved to HISAVE.
>
> Some interesting history about Exterminator (AKA Eliminator):
>
> The Eliminator, distributed by Adventure International, was an
> adaptation of the arcade game Defender, released by Williams
> Electronics in 1980. Adventure International sold The Eliminator (the
> definite article “the” was part of the title) for several computers:
>
> - the TRS‑80 version, written by Wayne Westmoreland and Terry Gilman,
> was released in 1981
> - the Apple II version, written by John Anderson, was also released in 1981
> - the Atari 400/800 version, written by Steve Coleman, was released in 1982
>
> The TRS‑80 version by Wayne Westmoreland and Terry Gilman began life as
> Space Defender, a fairly close clone of Defender. Adventure
> International was concerned about the liability of such a close clone
> and requested changes to lessen the similarities to Defender. The new
> version, which was known as The Eliminator, replaced the scrolling
> landscape of Defender with a series of platforms.
>
> John Anderson’s Apple II version of The Eliminator (his first Apple II
> game) also began as a clone of Defender. Just like the TRS‑80 version,
> Adventure International wanted changes to limit similarities to
> Defender. John Anderson decided to change his version to take place in
> open space, making it vastly different from Defender. Much later, he
> stated that he regretted that decision and felt that he should have
> kept it closer to Defender.
>
> - Anyone know why the name was changed from Eliminator to Exterminator?
> I found the game with the Eliminator titlescreen as well...
>
> Todd
Another interesting tidbit – the Apple IIGS game Space Shark is
basically a 16-bit remake of Eliminator by Miami Software/The French
United Crackers Klan:
https://www.whatisthe2gs.apple2.org.za/space-shark
Alex
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