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Messages - Vectrex32

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1
Feature Requests and Bug Reports / Re: DotsSprite double dot
« on: January 14, 2018, 07:40:01 PM »
The Vectrex BIOS routine I'm using is called DotList. It takes an array of points, but uses the same intensity for all of them. There are no BIOS routines that will do what we want.

- Bob

2
Feature Requests and Bug Reports / Re: DotsSprite double dot
« on: January 14, 2018, 06:23:21 PM »
I've looked at this and concluded there's no real fix. Inserting lines into the Vectrex's Line List structure works to make long lines out of short lines, but inserting dots into the Dot List structure creates the extra dots you're seeing.

I'm just going to have to document this.

- Bob

3
You're right. I've always heard those sounds at the end of Yankee Doodle and assumed they were fireworks sound effects that had been intentionally programmed into the tune. But they're playing at the end of your music too.

I'd call this a high-priority bug.

- Bob

4
Having an interpreter alter your array or your drawing list, in an attempt to do what it thinks you meant to do, doesn't feel right to me. And what if the user didn't want the sprite to begin with a MoveTo? Offhand, I can't think of a situation where a user wouldn't want that, but it might happen.

I realize that this is something that people will accidentally run into, and it may cause some head-scratching. But I'm probably going to leave it as-is.

- Bob

5
Two things:
In the Vectrex32 manual on page 63, the code example for "spriteTranslate" uses the call "spriteTranslation"

Thanks for catching that.

Quote
Code: [Select]
a = linesSprite({{DrawTo,50,0}})
call spriteTranslate(a,{10,10})
Since there is no initial moveTo, spriteTranslate only moves the end point of the linesSprite and not the beginning point of it, distorting the vector rather than translating it.

OK, I can see that. What do you think the correct behavior should be? Inserting a MoveTo into the sprite would be really complicated, and I'd be worried about undesirable side effects.

- Bob

6
Feature Requests and Bug Reports / Re: DotsSprite double dot
« on: January 05, 2018, 07:21:09 PM »
I've added this to my bug list.

- Bob

7
Feature Requests and Bug Reports / Re: Janky Sprite Rotation
« on: December 30, 2017, 01:18:21 PM »
I actually described this wrong.

Coordinate rotation is done with floating point numbers, and while there's always some error in the calculation, it's very small and that's not what's causing the "janky" rotation. After the coordinate is rotated, it has to be rounded to an integer to send to the Vectrex. That's where the jankiness comes in.

When the coordinates are larger, the inaccuracy introduced by rounding is a smaller percentage of the total value.

- Bob

8
Feature Requests and Bug Reports / Re: Janky Sprite Rotation
« on: December 27, 2017, 08:41:25 PM »
The rotation is done in floating point, but there are always small errors. Then, since you've set the scale to 255, those errors get magnified.

Try making the coordinates larger and the scale smaller.

- Bob

9
General Discussion / Re: Large arrays
« on: December 27, 2017, 12:32:33 PM »
Hi Astro,

Take a look at the included game, lunar.bas. At line 60, terrainTemplate is initialized as a very large array. Does this do what you want?

Sadly, there is no built-in way to reference the row of an array. This is BASIC, not C. :-( It's not as elegant or efficient, but you could write a function that returns a copy of a row of an array. Use the UBound function to find the width of the input array and pass it as the dimension of the output array in the DIM statement.

As for cake: it has no purpose other than to be eaten, so why would you want to have it?

- Bob

10
News and Updates / Vectrex32 back in stock; Black Friday/Cyber Monday sale!
« on: November 22, 2017, 09:58:03 PM »
Vectrex32s are back in stock, and I'm putting them on sale from now through Cyber Monday. Instead of their normal price of $150, they're just $125 until November 27, 2017, while supplies last.

11
Feature Requests and Bug Reports / Re: v1.15 upgrade bricked my vectrex32
« on: October 28, 2017, 06:22:43 PM »
It's in the mail. Let me know if you would like the tracking number.

Sure, it couldn't hurt to have it.

BTW, you can e-mail me directly from the Contact page.

- Bob

12
Feature Requests and Bug Reports / Re: v1.15 upgrade bricked my vectrex32
« on: October 28, 2017, 08:45:53 AM »
Hi Astro,

Sorry you're having trouble with the Vectrex32. Send it back to me; I'll upgrade it and return it to you. My shipping address is:
   Robert Alexander
   6 Robinson Drive
   Bedford, MA 01730
   United States of America

- Bob

13
News and Updates / The V Prize: A bounty for new games
« on: September 05, 2017, 10:14:44 AM »
I am offering US$500 bounties for games to be written for the Vectrex32. See the details at http://vectrex32.com/the-v-prize.

- Bob

14
News and Updates / Yet more Vectrex32s
« on: June 26, 2017, 04:22:03 PM »
Vectrex32s are back in stock. I have 19 available (I had 20 made, but one was DOA). You can order one here.

15
I have ten Vectrex32s available for purchase. If you'd like one, you can buy it here.

The is a new revision of the hardware that supports all Vectrexes, both the original and the late model "no-buzz" Vectrexes! BASIC programs written on the older Vectrex32s will run on this new hardware and vice-versa (assuming the old Vectrex32s have been upgraded to firmware version 1.15).

- Bob

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