Megalextoria
Retro computing and gaming, sci-fi books, tv and movies and other geeky stuff.

Home » Digital Archaeology » Computer Arcana » Apple » Apple II » ProDOS port announce
Show: Today's Messages :: Show Polls :: Message Navigator
E-mail to friend 
Switch to threaded view of this topic Create a new topic Submit Reply
Re: ProDOS port announce [message #387428 is a reply to message #387409] Sat, 28 September 2019 15:13 Go to previous messageGo to next message
Anonymous
Karma:
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.
Re: ProDOS port announce [message #387435 is a reply to message #387428] Sat, 28 September 2019 19:45 Go to previous messageGo to next message
Anonymous
Karma:
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.
Re: ProDOS port announce [message #387446 is a reply to message #387435] Sun, 29 September 2019 18:45 Go to previous messageGo to next message
qkumba is currently offline  qkumba
Messages: 1584
Registered: March 2013
Karma: 0
Senior Member
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.
Re: ProDOS port announce [message #387447 is a reply to message #387446] Sun, 29 September 2019 19:00 Go to previous messageGo to next message
Anonymous
Karma:
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!
Re: ProDOS port announce [message #387452 is a reply to message #387447] Sun, 29 September 2019 23:42 Go to previous messageGo to next message
Anonymous
Karma:
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.
Re: ProDOS port announce [message #387748 is a reply to message #387452] Wed, 09 October 2019 21:48 Go to previous messageGo to next message
qkumba is currently offline  qkumba
Messages: 1584
Registered: March 2013
Karma: 0
Senior Member
Guardian 8k file.
Re: ProDOS port announce [message #388881 is a reply to message #387748] Thu, 21 November 2019 22:02 Go to previous messageGo to next message
qkumba is currently offline  qkumba
Messages: 1584
Registered: March 2013
Karma: 0
Senior Member
Skyfox!
And yes, you can fly through the clouds.
Re: ProDOS port announce [message #388882 is a reply to message #388881] Thu, 21 November 2019 22:14 Go to previous messageGo to next message
qkumba is currently offline  qkumba
Messages: 1584
Registered: March 2013
Karma: 0
Senior Member
Oh, and I fixed the game bug so it plays Mockingboard music on the GS, too.
Re: ProDOS port announce [message #388884 is a reply to message #388882] Fri, 22 November 2019 00:08 Go to previous messageGo to next message
roughana is currently offline  roughana
Messages: 219
Registered: November 2012
Karma: 0
Senior Member
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?
Re: ProDOS port announce [message #388886 is a reply to message #388884] Fri, 22 November 2019 10:12 Go to previous messageGo to next message
qkumba is currently offline  qkumba
Messages: 1584
Registered: March 2013
Karma: 0
Senior Member
>> 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.
Re: ProDOS port announce [message #388894 is a reply to message #388886] Fri, 22 November 2019 16:17 Go to previous messageGo to next message
TomCh is currently offline  TomCh
Messages: 242
Registered: November 2012
Karma: 0
Senior Member
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!
Re: ProDOS port announce [message #388903 is a reply to message #388894] Sat, 23 November 2019 11:27 Go to previous messageGo to next message
qkumba is currently offline  qkumba
Messages: 1584
Registered: March 2013
Karma: 0
Senior Member
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.
Re: ProDOS port announce [message #388904 is a reply to message #388903] Sat, 23 November 2019 11:41 Go to previous messageGo to next message
Anonymous
Karma:
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.
Re: ProDOS port announce [message #388906 is a reply to message #388903] Sat, 23 November 2019 13:35 Go to previous messageGo to next message
Vince Weaver is currently offline  Vince Weaver
Messages: 136
Registered: April 2013
Karma: 0
Senior Member
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
Re: ProDOS port announce [message #388922 is a reply to message #388906] Sun, 24 November 2019 21:48 Go to previous messageGo to next message
qkumba is currently offline  qkumba
Messages: 1584
Registered: March 2013
Karma: 0
Senior Member
> 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.
Re: ProDOS port announce [message #388962 is a reply to message #388922] Tue, 26 November 2019 15:58 Go to previous messageGo to next message
qkumba is currently offline  qkumba
Messages: 1584
Registered: March 2013
Karma: 0
Senior Member
Ultima III.
Re: ProDOS port announce [message #389008 is a reply to message #388962] Fri, 29 November 2019 15:39 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: Todd Holcomb

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... :(
Re: ProDOS port announce [message #389010 is a reply to message #389008] Fri, 29 November 2019 20:25 Go to previous messageGo to next message
Anonymous
Karma:
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!
Re: ProDOS port announce [message #389047 is a reply to message #388962] Wed, 04 December 2019 02:05 Go to previous messageGo to next message
sicklittlemonkey is currently offline  sicklittlemonkey
Messages: 570
Registered: October 2012
Karma: 0
Senior Member
On Wednesday, 27 November 2019 06:58:28 UTC+10, qkumba wrote:
> Ultima III.

Wow.

Thank you for reporting thy victory!
Re: ProDOS port announce [message #389364 is a reply to message #389047] Fri, 20 December 2019 00:02 Go to previous messageGo to next message
qkumba is currently offline  qkumba
Messages: 1584
Registered: March 2013
Karma: 0
Senior Member
Force 7 27k file.
It boots from slot 6 on game over. That's hard-coded.
Re: ProDOS port announce [message #389446 is a reply to message #389364] Sun, 05 January 2020 00:05 Go to previous messageGo to next message
qkumba is currently offline  qkumba
Messages: 1584
Registered: March 2013
Karma: 0
Senior Member
Exterminator 16k file.
High scores are saved to HISAVE.
Re: ProDOS port announce [message #389448 is a reply to message #389446] Sun, 05 January 2020 12:09 Go to previous messageGo to next message
Anonymous
Karma:
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
Re: ProDOS port announce [message #389467 is a reply to message #389448] Thu, 23 January 2020 19:52 Go to previous messageGo to next message
qkumba is currently offline  qkumba
Messages: 1584
Registered: March 2013
Karma: 0
Senior Member
Ming's Challenge.
High scores are saved to MING.I.
Press 'P' at the title to configure the difficulty.
Re: ProDOS port announce [message #389509 is a reply to message #389467] Thu, 06 February 2020 13:12 Go to previous messageGo to next message
qkumba is currently offline  qkumba
Messages: 1584
Registered: March 2013
Karma: 0
Senior Member
Wings of Fury.
High scores are saved in WOF.Z.
Re: ProDOS port announce [message #389517 is a reply to message #389509] Thu, 06 February 2020 18:56 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: Todd Holcomb

On Thursday, February 6, 2020 at 12:12:31 PM UTC-6, qkumba wrote:
> Wings of Fury.
> High scores are saved in WOF.Z.

Thank you!!
Re: ProDOS port announce [message #389827 is a reply to message #389509] Thu, 13 February 2020 03:32 Go to previous messageGo to next message
Alex Lee is currently offline  Alex Lee
Messages: 220
Registered: November 2012
Karma: 0
Senior Member
On 2020-02-06 18:12:29 +0000, qkumba said:

> Wings of Fury.
> High scores are saved in WOF.Z.

Huzzah! So many thanks!

Alex
Re: ProDOS port announce [message #389828 is a reply to message #389448] Thu, 13 February 2020 03:50 Go to previous message
Alex Lee is currently offline  Alex Lee
Messages: 220
Registered: November 2012
Karma: 0
Senior Member
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
Pages (4): [ «    1  2  3  4]  Switch to threaded view of this topic Create a new topic Submit Reply
Previous Topic: VidHD - 80 column
Next Topic: Deleted files
Goto Forum:
  

-=] Back to Top [=-
[ Syndicate this forum (XML) ] [ RSS ] [ PDF ]

Current Time: Thu Apr 18 10:23:34 EDT 2024

Total time taken to generate the page: 0.11437 seconds