Re: Introduction & Question

From: Joel Rosenzweig <joel_at_helitronix.com>
Date: Sun May 20 2012 - 21:16:57 EDT

Tom,

> It's hell on wheels to play without a classic joystick (accelerometer interface)

There's a digital joystick accessory called the iCade which works very well. It gives you inputs for up / down / left / right and 8 buttons. It connects to the iOS device as a Bluetooth keyboard, and outputs a character stream to your app. It would take you just a few minutes to plumb it into your game. I added support for it for two of my games, and was quite pleased with how it works. Perhaps it will be suitable for you as well.

Joel

On May 20, 2012, at 2:42 PM, Tom Hudson wrote:

> Thanks Clay -- always nice to meet someone who remembers the ANALOG stuff! You'll be happy to know I still have a working Supra 20+30MB drive set on my Mega ST. And I'm still in touch with Dave Small on a fairly regular basis -- what a great, creative guy.
>
> As for Buried Buck$, you may not believe it but Lee Pappas found the 6502 source code disks for that a couple of years ago when we were getting started on our "Star Rangers" iPhone project, and I recovered all of it and then ported it to C++ and OpenGL (I coded up a Graphics 7 handler for it) and it actually runs on my iPod Touch! It's hell on wheels to play without a classic joystick (accelerometer interface) but when the time comes, it's ready to go for whatever platform we want to put it on.
>
> There's nothing more fun than taking old software and hardware like the Atari vector arcade games and making them do more. Haven't heard back from Jeff Hendrix yet, but if I don't hear back from him soon I'll just fire up the ol' disassembler and go to work on the ROMs. There is a Tempest Code Project online that seems to have petered out back in 2004 but they have their disassembled source code online with a lot of the critical stuff outlined, and I'm guessing that the Space Duel architecture is probably fairly similar. (Fingers crossed)
>
> My goals would be to (1) figure out the vector drawing stuff, then (2) write up some code that successfully runs and displays what I want. Once I'm at that stage, it's all game core code from there on. I'll probably use the old Mac/65 assembler (on the PC as ATASM) for development, and create a bunch of handy macros that people can use to streamline other project development. I used it for the upgrade of the ANALOG game "Planetary Defense" to "Planetary Defense 2012", and it is fast and flexible.
>
> -Tom
>
> On 5/20/2012 3:14 AM, Clay Cowgill wrote:
>>> Thomas Hudson
>>> http://klanky.com -- Animation Projects
>> *squeee!* (That's my best "excited school girl sound".)
>>
>> I recognize that address! I'm not one to get star-struck, but I'll make an
>> exception for Mr. Hudson. Let's just say Fill 'er Up was the first program
>> I typed in back in the day and still wish there was something like CAD-3D
>> for Windows since that's the last 3D app I really felt comfortable with. :-)
>>
>> (In later years on I worked with Dan Moore and David Small while at Supra
>> Corp. in the early 90's.)
>>
>> Welcome to the list!
>>
>> -Clay
>>
>> (P.S. On my "cool idea" list is to port Buried Bucks to the Atari Lynx. ;-)
>>
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>>
>>
>
> --
> Thomas Hudson
> http://portev.org -- Electric Vehicles, Solar Power& More
> http://klanky.com -- Animation Projects
>
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Received on Sun May 20 21:17:09 2012

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