Category Archives: Coding

Halfway Point

So, now that it is July, the year is more than half over. My intention was to have the game complete by the end of the year. Will I make it? We will see… I changed tactics and stopped working … Continue reading

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Character Resume

Continuing to work towards the big demo at Fest West ’18… I’ve gotten far enough with my testing of the travel and manager systems I think I can safely stop testing there and see if I can get the combat … Continue reading

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Cut Off One Head…

Working on the CRPG and fixing bugs has been rather like fighting HYDRA lately… cut off one head, and two more take its place! I decided to convert my item and spell lists to use bit-delimited strings to save some … Continue reading

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Slants and Wraps

It was a frustrating weekend filled with regressions and complex problems to solve… The travel module is by far the oldest code in the game. Iterations of it go back all the way to 2005. As a result, some things … Continue reading

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A Quick Word

My work at converting the dialogue system to sectors instead of records is complete! Now all incidental text for a given set of mobs is stored with the mobs themselves, and transaction text is with the transaction codes. Effectively, you … Continue reading

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Do-Over Dialogue

So… I need to re-engineer my file system for dialogue. I hadn’t loaded the current game executable on my actual TI in awhile, so I decided to try, mainly to make sure I hadn’t introduced any problems. Initially I had … Continue reading

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Conversation Starters

After a lot of back and forth, I finally got transactions working… Well, mostly. I’m debugging new issues all the time. ๐Ÿ™‚ But here’s a short video of one in progress:

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Quick Update

Gotten quite a bit of ground covered since my last post… All the bugs I first encountered are fixed, but there’s plenty more to deal with. ๐Ÿ™‚ I took a brief side-trek to write myself some console applications in C# … Continue reading

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Stop and Go

Debugging in assembly language is rather like being a plumber… You have this pipe, and it’s full of gunk, debris, hair, and other bits of nastiness. It also has various redirects, T sections, valves, andย  a bunch of other things. … Continue reading

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Bits and Battlemaps

Continuing my work on the combat module, and finishing up the start module! Some updates… While studying a hex dump of Castle of Tharrogad for the Color Computer 3, I noticed an interesting data pattern… All the text strings had … Continue reading

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