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Messages - Gumpy

#1
Gaming / Re: Fun Pack 128
June 13, 2010, 03:40 AM
BombJack has a PDF scan of the FunPak 128 manual.  :)

Get it here:

http://www.bombjack.org/commodore/magazines-disk/rerun/pdfs/
#2
CP/M / Re: Easter Egg in CP/M mode (Z80 Rom)
June 11, 2010, 12:18 AM
Wow, neat.  ;D
#3
BASIC / Re: BASIC 10.0?
April 07, 2010, 03:14 AM
Definitely wouldn't be easy, as Bacon already said. I believe that the C65 was a quasi 16-bit computer similar to the Apple IIGS, while the 128 is only 8 bit.
#4
Gaming / Re: M.U.L.E.
January 21, 2010, 04:42 AM
M.U.L.E. is a classic among classics of computer games.
#5
Gaming / Re: Fun Pack 128
July 02, 2009, 04:26 AM
Quote from: Hershey on July 01, 2009, 08:48 AM
Quote from: Gumpy on June 30, 2009, 05:22 AM
Quote from: Hershey on October 16, 2008, 01:00 PM
Quote from: Gumpy on September 30, 2008, 03:34 AM
Does anybody have .d64 images of this? I don't have mine anymore, I accidentally lost them while moving files around. :-(

My email is sammymarlo@yahoo.com

I have it

http://elitebbs.dyndns.org/mag/Run/ReRUN/disks/Special/funpak/

Enjoy

I haven't visited this site in awhile, and I am still looking for FunPak 128.

I was excited to see your link for downloading it, but I just clicked on the link and got the elitebbs webpage with a "Page Not Found. The Page "funpak" was not found." message. :-(

Do you still have FunPak, and if so, could you re-upload it someplace or email me the disk images? Thank you very much.


Try again with this new link http://elitebbs.dyndns.org:8000/mag/Run/ReRUN/disks/Special/funpak/

made a little change to the address

Main link to all files has also changed to http://elitebbs.dyndns.org:8000

Thank you very much! I'll enjoy it very much! :-)
#6
Gaming / Re: Fun Pack 128
July 01, 2009, 01:32 AM
Quote from: Blacklord on June 30, 2009, 10:25 AM
Yep - I'm in the process of putting the FTP server back up, everything will be there - needs a couple of days more work first.

Sounds great! Looking forward to it going back online!
#7
Gaming / Re: Fun Pack 128
June 30, 2009, 05:22 AM
Quote from: Hershey on October 16, 2008, 01:00 PM
Quote from: Gumpy on September 30, 2008, 03:34 AM
Does anybody have .d64 images of this? I don't have mine anymore, I accidentally lost them while moving files around. :-(

My email is sammymarlo@yahoo.com

I have it

http://elitebbs.dyndns.org/mag/Run/ReRUN/disks/Special/funpak/

Enjoy

I haven't visited this site in awhile, and I am still looking for FunPak 128.

I was excited to see your link for downloading it, but I just clicked on the link and got the elitebbs webpage with a "Page Not Found. The Page "funpak" was not found." message. :-(

Do you still have FunPak, and if so, could you re-upload it someplace or email me the disk images? Thank you very much.


#8
Gaming / Re: Russian Wyatt's Quest for Adventure
October 01, 2008, 04:17 AM
Quote from: airship on October 01, 2008, 03:04 AM
Here's his address from 1995: Russian Wyatt, 8614 Bramble Lane #203, Randallstown, MD  21133

It might still be valid.

He seems to be currently working for the state of Maryland as a 'Report Developer,' whatever that is:

Russian Wyatt
Report Developer
DEPARTMENT OF BUSINESS AND ECONOMIC DEVELOPMENT
Office of the Secretary
Division of Administration and Technology
Information and Technology Management
217 E. Redwood St.
Baltimore, MD 21202
410-767-8858


I tried an old email address with no luck. I doubt that he would have the same mailing address or phone but I can try, thanks.
#9
Gaming / Russian Wyatt's Quest for Adventure
October 01, 2008, 02:23 AM
I am looking for disk images of Russian Wyatt's Quest for Adventure. I am also looking for any other games that he did.
#10
Gaming / Re: Fun Pack 128
September 30, 2008, 03:34 AM
Does anybody have .d64 images of this? I don't have mine anymore, I accidentally lost them while moving files around. :-(

My email is sammymarlo@yahoo.com
#11
Gaming / RPG game by Free Spirit for the 128?
September 27, 2008, 10:13 AM
I'm looking for a RPG game for the 128. I remember reading about it in an old RUN magazine. It was released around 1990. It was only released for the 128, and I am almost 100% sure that it was released by Free Spirit. It required 64k of VDC RAM to run. I think I remember reading that the main character's name was Rodney (?), but I may not be sure about that.  I don't remember what the name of the game is. If someone knows what I'm talking about, please fill me in about it, and if somebody has a copy of it, can they please email a disk image, so I can try it out?
#12
General chat / Re: Adventure game stuff
June 23, 2008, 10:33 AM
Quote from: Michael Hart on May 22, 2007, 02:54 AM
Yeah, I recently considered multiplexing VIC sprites to allow more than 8 sprites on screen, building animated characters that way, but keeping track of it all while things move around -- and ensuring that no more than 8 sprites try to cross a single raster at once -- is too much of a pain. I can understand now why Sierra never bothered with the Commodore 8-bitters. As such, I've gone back to the 80-column chip, since with that I can do unrestricted 16-color 160x132 on NTSC, more on PAL, and theoretically might be able to do 160x200 with some trickery.

Hey, it's been quite awhile since I've checked out this site, just wanted to know if you ever made any progress on this or not?
#13
General chat / Adventure game stuff
May 22, 2007, 12:10 AM
Quote from: nikonikoI'm slowly working on an interpreter for Sierra AGI games (it always annoyed me that they were never ported to the Commodore 8-bits), and trying to fit such in 128K of memory is pretty challenging, especially when I'm working in C and don't want to have to convert more than a handful of routines to assembly. While I used to be pretty competent in assembly programming, I discovered while working on a recent game compo project that I am not any more. Plus I'm busy with another project and don't want to spend too many hours on this one. I'll either succeed in C or have to admit defeat.
The big trouble would be the AGI animations of the characters walking around, etc... on the PC, and other machines, they were simply drawn on the bitmap screen, but since the VIC II chip has stupid "card" restrictions (IE no more than 3 colors plus the background in an 4/8 block in multi color mode) when you draw the character walking around, it will mess up the background, and I don't think you could use sprites, because most things would be too big to be put in sprites.
#14
VICE / Vice NEEDS fast mode!
May 20, 2007, 04:43 AM
Vice NEEDS 2mhz fast mode emulation!
:o
#15
Gaming / Fun Pack 128
May 20, 2007, 04:30 AM
Death Quadrant, and the other 80 columns don't work in Win Vice. :grĂ¥ta:
The VDC emulation isn't very good, so they don't work.