#appleII people, would anyone be able to dump the ROM of their MouseCard? We're having doubts about the existing one in MAME. (https://github.com/mamedev/mame/issues/13598)
Notices by Colin McMillen (colin_mcmillen@piaille.fr)
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Wednesday, 07-May-2025 01:10:43 JST Colin McMillen
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Friday, 18-Apr-2025 17:54:38 JST Colin McMillen
"I'm just debugging, officer"
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Sunday, 16-Mar-2025 22:02:25 JST Colin McMillen
Previously, but I forgot to post, I have, as you've seen from the previous video, implemented a interstitial screen between levels, showing your score and the next level.
It required completing my font, and a little bit of code: https://github.com/colinleroy/a2tools/commit/4f227989ad474025d5a041ca61556b6cd665354dIn conversation from piaille.fr permalink Attachments
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Sunday, 16-Mar-2025 22:02:22 JST Colin McMillen
By the way, @circfruit, the game is now keyboard-controllable.
Not only that, but it can also run without a MouseCard installed!In conversation from piaille.fr permalink -
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Sunday, 16-Mar-2025 22:02:21 JST Colin McMillen
I have prepared, very laboriously, a start screen. (Yes I did place every letter one by one haha). I'll install it in the game later because my eyes are tired.
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Sunday, 16-Mar-2025 22:02:20 JST Colin McMillen
The start screen, integrated. Also just committed a reorganisation/cleanup of the code, splitting it into more functions rather than the previous enormous loop. This allows me to get nice call graphs with KCachegrind, in which I confirm that my whole screen drawing is just under 4000 cycles on average.
It makes it faster than it takes the ray to reach the top-left of the screen during vertical blanking (4550 cycles) and leads to no tearing or flickering!In conversation from piaille.fr permalink Attachments
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Sunday, 16-Mar-2025 22:02:19 JST Colin McMillen
New side quest unlocked, extending cc65 in a satisfying way to include the original 48kB Apple ][
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Sunday, 16-Mar-2025 22:02:18 JST Colin McMillen
I've added a "you win" message at the end of the game, a a going back to the start screen, instead of just quitting.
We know the game is won when loading the next level from floppy fails, so I wanted the victory message to acknowledge that, a bit tongue-in-cheek.
Commit: https://github.com/colinleroy/a2tools/commit/acf87dadbc0582866ccd30734d550292eb12242d
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Sunday, 16-Mar-2025 22:02:16 JST Colin McMillen
Added the start of a high score table. There are four steps in a high score table:
- load it
- figure if player has a spot in it
- ask them their name
- save it.I've started with step three because I felt like it and also because it's easier to do steps 3 and 4 so I have data for step 1 and 2.
Commit: https://github.com/colinleroy/a2tools/commit/9f0897c276dcae0c7a3c4d0142261a110288a2dd
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Sunday, 16-Mar-2025 22:02:14 JST Colin McMillen
It even helps with loading times! The floppy is slower to read 11-13 more blocks than the decompressor takes!
Double win.(sorry for the flicker in the video)
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Sunday, 16-Mar-2025 22:02:13 JST Colin McMillen
The only annoyance is that it requires 4kB of memory to store the compressed data before decompressing it in one go.
I should look into making it work with a 1kB buffer and decompressing in multiple reads. That's probably not obvious.In conversation from piaille.fr permalink -
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Sunday, 16-Mar-2025 22:02:12 JST Colin McMillen
So, with the possibility to ship 30 levels, tonight's work is cut out for me : I'll replace the "go to next level when the plane X reaches the right of the screen" with configurable level exits, as in the original game
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Sunday, 16-Mar-2025 22:02:11 JST Colin McMillen
I implemented dynamic exits (commit: https://github.com/colinleroy/a2tools/commit/ff28f3b1ce923d93dd93836dd933a74f54e4a545) so I added exits on the left of levels too, allowing to revisit levels (commit: https://github.com/colinleroy/a2tools/commit/f8be708eb1426c1d21b94530b17d5b42a6c0c1db).
Time bonus is only counted once otherwise it's too easy!
Level state resets when we come back to one, but that's fine by me.
(Edit: and this demo showed me a wrong hitbox on level 3's table hitbox, so commit: https://github.com/colinleroy/a2tools/commit/291e624951a68c296018c6e6b6f755b91d300bde)In conversation from piaille.fr permalink Attachments
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Sunday, 16-Mar-2025 22:02:08 JST Colin McMillen
Working on levels. I'll have you know that I steal most of my level elements from Shutterstock, scale them down, and use them to draw my things. Here, have a hot bath!
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Sunday, 16-Mar-2025 22:02:08 JST Colin McMillen
Let's start the weekend with a little animation on crash. It's a mix of hacky and clean and I like how I did it, so there's that!
Commit: https://github.com/colinleroy/a2tools/commit/c51ff3f98a23c2734fd25dd1dad229d178508fa9
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Sunday, 16-Mar-2025 22:02:07 JST Colin McMillen
I've started working on a "house map" because it's getting confusing to remember which level is which when I define them in the assembler sources.
Maybe I'll get super-wild and make a house map generator?
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Sunday, 16-Mar-2025 22:02:07 JST Colin McMillen
I went off a tangent and cleaned up my sound player/samples generator.
It is fully configurable and allows one to play sound clips from .wav files in an Apple II program.
From a otherwise very small program, it is able to play a 4kHz, ten seconds file from memory.
Maybe it will be of use to other people.
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Sunday, 16-Mar-2025 22:02:06 JST Colin McMillen
Full write-up on how to use my sound player in a#cc65 Apple II binary.
https://www.colino.net/wordpress/en/archives/2025/03/01/apple-ii-a-simple-way-to-play-sound-samples/
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Sunday, 16-Mar-2025 22:02:05 JST Colin McMillen
The side quest of the day is to figure out why Gimp crashes when I copy thin bands of pixels, patch it, figure out it's already fixed upstream, and provide an Ubuntu package patch.
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Sunday, 16-Mar-2025 22:02:04 JST Colin McMillen
It happens only when the Patterns dialog is visible, and it's because the preview of a 40x1 copy buffer is scaled down to 16x0, and it's indeed fixed upstream (https://gitlab.gnome.org/GNOME/gimp/-/commit/64f45df6ce6)
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