Search found 175 matches

by sa_scott
Wed Feb 03, 2021 11:21 am
Forum: programming
Topic: A call for help with Androidz (memory management)
Replies: 16
Views: 799

Re: A call for help with Androidz (memory management)

Hi all, Hope you are all safe and well. I've become completely flummoxed with my attempts to conserve memory for my game, as I attempt to get it running in Mode 2. I've been using VS Code and beebasm as my dev environment, while running the b2 emulator, on Mac OS Catalina (I won't install Big Sur, ...
by sa_scott
Thu Jan 07, 2021 2:24 pm
Forum: general
Topic: Sophie Wilson awarded BCS Distinguished Fellowship Award
Replies: 8
Views: 407

Sophie Wilson awarded BCS Distinguished Fellowship Award

Hi all, https://www.bcs.org/more/about-us/press-office/press-releases/bbc-micro-and-arm-pioneer-awarded-bcs-distinguished-fellowship/ Sophie Wilson has been awarded the BCS Distinguished Fellowship Award. She joins hallowed company - Grace Hopper, Bill Gates, Vint Cerf and Time Berners Lee are previ...
by sa_scott
Tue Dec 22, 2020 9:21 am
Forum: programming
Topic: A call for help with Androidz (memory management)
Replies: 16
Views: 799

Re: A call for help with Androidz (memory management)

richardtoohey wrote:
Tue Dec 22, 2020 3:37 am
OSCLI is token &FF so at that location DFS put &FFFF. But I haven't figured out exactly why ... :-k
I can only guess the lack of *TAPE was causing DFS to behave strangely. But such a random thing!
by sa_scott
Tue Dec 22, 2020 9:20 am
Forum: programming
Topic: A call for help with Androidz (memory management)
Replies: 16
Views: 799

Re: A call for help with Androidz (memory management)

EDIT: I worked out why the program was getting corrupted in a Model B: DFS must have been corrupting it! Probably because you didn't deactivate DFS when you relocated the program to &E00. Fixed by switching to *TAPE at the beginning of DROID2. Updated disc-image attached. This will teach me for...
by sa_scott
Mon Dec 21, 2020 10:40 pm
Forum: programming
Topic: A call for help with Androidz (memory management)
Replies: 16
Views: 799

Re: A call for help with Androidz (memory management)

Having made some further good progress, I think I've hit another memory issue. I've attached the work in progress so far. The issue is this - when you complete level 1, and you get to the Well done message, I get a Syntax error at line 190. When I list line 190, I get the following: 190DEFPROCsetup:...
by sa_scott
Sun Dec 20, 2020 11:18 am
Forum: programming
Topic: A call for help with Androidz (memory management)
Replies: 16
Views: 799

Re: A call for help with Androidz (memory management)

Lurkio - I recall you mentioned in another thread about the ability to force loading of a file after relocation has occurred Try this: 170$&900=STR$(sc):MODE7:PAGE=&1900:OSCLI"DISC":CHAIN "DROID3" :idea: That did it! I should have guessed really. The score is indeed reta...
by sa_scott
Sat Dec 19, 2020 10:34 pm
Forum: programming
Topic: A call for help with Androidz (memory management)
Replies: 16
Views: 799

Re: A call for help with Androidz (memory management)

Thanks @lurkio and @ChrisB for your pointers so far. I've spent some hours stabbing away in the dark, and I finally fixed the No Room issue, and also the corrupted VDU characters. The attached zip is my effort so far. You need to chain DROID0, as some VDU characters and sound envelopes are defined t...
by sa_scott
Sat Dec 19, 2020 5:56 pm
Forum: programming
Topic: A call for help with Androidz (memory management)
Replies: 16
Views: 799

Re: A call for help with Androidz (memory management)

What are the line-numbers of the lines in DROID2 which refer to that VDU data? Line 1280 or thereabouts - the procedure PROCch, attempts to draw out the 8 values of each of the 6 chunks, and rebuild VDU characters 240 to 245. 1280DEFPROCch:FORch%=0TO5:O%=&ED0+(LE%*48)+(ch%*6):VDU23,(240+ch%),O%...
by sa_scott
Sat Dec 19, 2020 5:39 pm
Forum: programming
Topic: A call for help with Androidz (memory management)
Replies: 16
Views: 799

Re: A call for help with Androidz (memory management)

The VDU data occupies 960 bytes ... so it would occupy £1100 to &14C0 What are the line-numbers of the lines in DROID2 which refer to that VDU data? :?: Line 1280 or thereabouts - the procedure PROCch, attempts to draw out the 8 values of each of the 6 chunks, and rebuild VDU characters 240 to ...
by sa_scott
Sat Dec 19, 2020 3:57 pm
Forum: programming
Topic: Reading DATA without READ?! (BBC BASIC)
Replies: 7
Views: 604

Re: Reading DATA without READ?! (BBC BASIC)

Interestingly, this technique was used by a number of Mike Goldberg's type in games for The Micro User. Dickie Brickie and Blue Meanie come to mind. Here's a screengrab of some of the latter. That's a similar but different technique. It doesn't use the data pointer (&1C-&1D) -- instead it s...
by sa_scott
Sat Dec 19, 2020 2:19 pm
Forum: programming
Topic: A call for help with Androidz (memory management)
Replies: 16
Views: 799

Re: A call for help with Androidz (memory management)

VDU character data is stored from &1100 upwards, with the game attempting to load with PAGE set at &1500 ... I am not keen on relocating down to &E00, otherwise I lose the ability for the score report to get loaded, as this is in a separate file. Can you relocate down to &1300? Woul...
by sa_scott
Sat Dec 19, 2020 1:29 pm
Forum: programming
Topic: A call for help with Androidz (memory management)
Replies: 16
Views: 799

A call for help with Androidz (memory management)

Hi all, Hope you are all safe and well. I've become completely flummoxed with my attempts to conserve memory for my game, as I attempt to get it running in Mode 2. I've been using VS Code and beebasm as my dev environment, while running the b2 emulator, on Mac OS Catalina (I won't install Big Sur, I...
by sa_scott
Sat Dec 19, 2020 1:07 pm
Forum: programming
Topic: Reading DATA without READ?! (BBC BASIC)
Replies: 7
Views: 604

Re: Reading DATA without READ?! (BBC BASIC)

Interestingly, this technique was used by a number of Mike Goldberg's type in games for The Micro User. Dickie Brickie and Blue Meanie come to mind. Here's a screengrab of some of the latter.
Screenshot 2020-12-19 at 13.06.55.png
Stephen
by sa_scott
Thu Dec 10, 2020 2:05 pm
Forum: programming
Topic: Code shortening
Replies: 1
Views: 221

Code shortening

Hi all, Work on my redux Androidz game continues apace. I'm trying to find documentation of techniques performed back in the day which shortened parts of the listing once it has been used. I've tried to shove my level data into various parts of memory, along with the level names, rather than have th...
by sa_scott
Wed Nov 25, 2020 9:24 pm
Forum: programming
Topic: Reducing Basic Program Size
Replies: 42
Views: 3713

Re: Reducing Basic Program Size

I'm currently setting PAGE to &1100 when running the main game file - the first file displays the instructions, and has page set at &1900. I'm assuming a BBC DFS system. If I could, I would relocate page to &E00, but when the game is over, a third part is loaded containing your verdict, ...
by sa_scott
Wed Nov 25, 2020 9:01 pm
Forum: programming
Topic: Reducing Basic Program Size
Replies: 42
Views: 3713

Re: Reducing Basic Program Size

Thanks, I'm getting confused. &E00 is where DFS starts. My screen data has some repetition - the top and bottom lines of each level are always filled in, and are therefore not necessary. This will shave some data off. I'll keep stabbing away at this. bbcmicro.co.uk is immensely useful for this t...
by sa_scott
Wed Nov 25, 2020 8:52 pm
Forum: programming
Topic: Reducing Basic Program Size
Replies: 42
Views: 3713

Re: Reducing Basic Program Size

Thanks Lurkio. Looks like I can use &A00 (1300 or &514 bytes) takes me into &E08, which I think is ok. This old game - Gold Mine - http://bbcmicro.co.uk//game.php?id=1590 - uses some data file loaded into &2200. The BASIC code then pokes at this memory location to grab the level layo...
by sa_scott
Wed Nov 25, 2020 7:21 pm
Forum: programming
Topic: Reducing Basic Program Size
Replies: 42
Views: 3713

Re: Reducing Basic Program Size

I wanted to pick up further on a point made with regards to storing DATA statements into a memory location. My Androidz game has 20 levels of compressed level data. Each level occupies 65 bytes. How would I go about pushing this into a given location, .e.g. &A00, and keep it in memory once I loa...
by sa_scott
Sun Nov 15, 2020 7:49 pm
Forum: new projects in development: games
Topic: Elementum - new Elk/Beeb platformer
Replies: 135
Views: 8099

Re: Elementum - new Elk/Beeb platformer

Elementum v1.00 is now released: https://stardot.org.uk/forums/viewtopic.php?f=74&t=20872 Just played it for the first time - AAAAAAAAAAGH! Got as far as level 3. It's very reminiscent of Tynesoft's Mouse Trap (http://bbcmicro.co.uk/game.php?id=641), in that it may make me cry in frustration (I...
by sa_scott
Sun Nov 15, 2020 7:25 pm
Forum: 8-bit acorn emulators
Topic: Beebem OS X
Replies: 19
Views: 1054

Re: Beebem OS X

So, who is brave enough to install Mac OS Big Sur, and see if all our Beeb stuff breaks again?! I'm not :D It's not even OS 10 any more, a complete version change, in line with their move to ARM processors I presume. Apparently, even dev tools such as Homebrew don't work as yet. I'm going to leave a...
by sa_scott
Sun Nov 08, 2020 7:43 pm
Forum: new projects in development: games
Topic: Elementum - new Elk/Beeb platformer
Replies: 135
Views: 8099

Re: Elementum - new Elk/Beeb platformer

Elementum v1.00 is now released: https://stardot.org.uk/forums/viewtopic.php?f=74&t=20872 Just played it for the first time - AAAAAAAAAAGH! Got as far as level 3. It's very reminiscent of Tynesoft's Mouse Trap (http://bbcmicro.co.uk/game.php?id=641), in that it may make me cry in frustration (I...
by sa_scott
Thu Oct 08, 2020 4:09 pm
Forum: past weeknight 'developer' sessions
Topic: Weeknight 'Virtual' Dev session #4, Thursday 8th October 2020, 7pm - 10pm
Replies: 15
Views: 971

Re: Weeknight 'Virtual' Dev session #4, Thursday 8th October 2020, 7pm - 10pm

I'll have to miss this evening's session, although I might try and sneak in for a short while, but can't guarantee it. Life has thrown me more lemons than acorns lately :-D
by sa_scott
Tue Oct 06, 2020 10:38 pm
Forum: 32-bit acorn software: other
Topic: I need an Impression file converted to PDF
Replies: 6
Views: 598

Re: I need an Impression file converted to PDF

Ah, thank you so much. So good to see this again :D I see others have downloaded it as well. Hope you like it. There are various scans and images missing, which were glued in as part of the final project. I believe I have it around in my house somewhere. Also, the last chapter concerning the differe...
by sa_scott
Tue Oct 06, 2020 5:58 pm
Forum: 32-bit acorn software: other
Topic: I need an Impression file converted to PDF
Replies: 6
Views: 598

I need an Impression file converted to PDF

Hi all, I have an Impression Publisher file (well, I believe it is) which I am unable to open, as I no longer have any form of Impression software. I would like to be able to open it and get it converted to PDF format. What are my options in achieving this? I definitely know of a way, as I was able ...
by sa_scott
Sun Oct 04, 2020 7:42 pm
Forum: archive submissions
Topic: 30th Anniversary BBC and Electron Collection
Replies: 657
Views: 129985

Re: 30th Anniversary BBC and Electron Collection

Hi All, Just re-posted D072 in Section 5. This is just a minor amendment to the instructions for Blue Meanie that have now been expanded to include more about the behaviour of some of the features in the game. Thanks to Stephen Scott who played the game and spotted the error. regards, Mick. Thanks ...
by sa_scott
Fri Oct 02, 2020 8:55 pm
Forum: 8-bit acorn software: classic games
Topic: Blue Meanie hits 30, but is it buggy?
Replies: 12
Views: 1374

Re: Blue Meanie hits 30, but is it buggy?

I have now amended the instructions to how it looks like they should be. This includes the new correct info for the Magnet. This also include better info for the Snooker tables. Lastly, fuller info for the railings explaining the 4 different moves. Disc072.zip Thanks, Mick! Here's a temporary link ...
by sa_scott
Thu Oct 01, 2020 9:37 pm
Forum: 8-bit acorn software: classic games
Topic: Blue Meanie hits 30, but is it buggy?
Replies: 12
Views: 1374

Re: Blue Meanie hits 30, but is it buggy?

In short, the described behaviour of the magnet is incorrect. It has no affect on moving chests, only Up blocks are affected by it's movement. Thanks for looking into this. Is the game completable as is? :?: You would hope so. Mike put a lot of effort into making that game. I can only assume the ma...
by sa_scott
Wed Sep 30, 2020 4:02 pm
Forum: 8-bit acorn software: classic games
Topic: Blue Meanie hits 30, but is it buggy?
Replies: 12
Views: 1374

Re: Blue Meanie hits 30, but is it buggy?

It's taken me longer than anticipated, but I've written a blog about my investigations of the Blue Meanie game: https://sascott.blogspot.com/2020/07/blue-meanie-most-vicious-puzzle-game.html In short, the described behaviour of the magnet is incorrect. It has no affect on moving chests, only Up bloc...
by sa_scott
Wed Sep 30, 2020 9:53 am
Forum: programming
Topic: Using a Mac or PC for BBC games authoring
Replies: 47
Views: 2782

Re: Using a Mac or PC for BBC games authoring

Well done with building BeebAsm locally and creating SSDs! BeebVSC is great (I have it installed) but yes, it's more for assembler than BASIC. In the end, I didn't use BeebVSC's 'build' and 'run' features. Instead I just used Visual Studio Code's 'tasks' feature. I created some simple script files ...
by sa_scott
Fri Sep 25, 2020 10:51 am
Forum: past weeknight 'developer' sessions
Topic: Weeknight 'Virtual' Dev session #3, Thursday 24th September 2020, 7pm - 10pm
Replies: 35
Views: 2026

Re: Weeknight 'Virtual' Dev session #3, Thursday 24th September 2020, 7pm - 10pm

Thanks also for the invite and chat. I really enjoyed what I saw of the session. I'm still chuckling at some of Acorn's old data files being named Gropefiles :lol:

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