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Ti 99 4a online
Ti 99 4a online







Source: Ed Burn's page (link at the bottom of the post) The combats would look something like this: So, as a round-based attack system (where parties rolls for initiative, who goes first is decided, and where blows are exchanged taking turns) you encounter monsters and slay them-or try very hard to. The original game is a classic dungeon crawler game: you kill monsters, get gold and XP, get better weapons, kill more monsters, until you get to the bottom of the dungeon were you found the King and his Orb of Power (whatever that was) and I can’t remember if you won at the moment you found the two or if you had to crawl back up to the surface. I decided to get a look into it, and see if I could generate maps like his. I was looking into procedural content generation, especially map generation, in relation to data compression and I remembered that the old game’s dungeons were generated randomly, yet were very well structured. While not being nostalgic by nature, I returned to that game about a year ago following an unusual route. But the one game that really got me interested in programming is Kevin Kenney’s Tunnels of Doom, one of the very first graphic dungeon crawler games. In addition to being my first programmable computer, the TI-99/4A sported truly nice graphics and a relatively advanced sound chip-for the era-and a number of games were developed for it. Even the popular TRS-80 Color Computer, Radio Shack’s 6809-based computer, ran at a mere 0.895MHz, or, if the gods were good to you, you could tweak the clock divisor and crank it up to 1.79MHz. Its CPU, a true 16 bits processor, the TMS 9900, ran at 3MHz. A truly incredible machine, especially considering the era. Æons ago, that is, in September 1982, I got my first true computer, the Texas Instrument TI-99/4A.









Ti 99 4a online