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A member registered Sep 12, 2014 · View creator page →

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i downloaded tic80 version 0.70.6 (GNU/Linux amd64), and tried to enter in a terminal "tic80 -fullscreen", and it is running windowed instead - i don’t know if i’m doing something wrong, or if i actually found a bug

running tic80 from command line on GNU/Linux as "tic80 -fullscreen" isn’t working, it starts windowed instead - is is supposed to happen? i expected it running as fullscreen...

great game! only sad that comic sans destroys everything...

just like me and a lot of people, not everyone uses windoze as operating system (i’m 95% gnu/linux, 4% osx, 1% haiku/aros/bsd/plan9/openindiana, 0% windoze/reactos) - and it is quite difficult playing such game (that seems amazing for what the video shows) using wine, that doesn’t assure us accuracy and compatibility enough

and consider porting to game consoles as well! :) 

i think there is one lua-based fantasy console that supports flexible display resolution, like changing to 160x144 - i forgot which one is (for sure isn’t TIC80)

i’m getting use to develop for z80-based hardware using Boriel’s ZX-Basic Compiler, and Sega GameGear one of them

GameGear has the same display resolution, and i guess it’s simple to create 4-colour games there

i’m struggling to develop for GameBoy directly because its cpu more based on 8080, and i’m struggling to avoid using z80 opcodes that are not used on GameBoy’s cpu

the idea is, as soon as i can (or someone can), to port the GameGear version to GameBoy

so i guess there are no problems?

you can publish it as it is, and then keep improving it - from there it might be far easier to debug it

i want to see this game ported to tic-80! ;p

btw, another great source of colours sometimes arranged as palettes is, i guess you might enjoy a lot spending some time around there as well

thanks, and you mentioned a good observation as well, but i’d see it from another perspective, like keeping the 16 colours, and having, for example, like the 5 colours (0x00 to 0x04) from somewhere from colourlovers as first colours kept intact, and the colours 0x05 to 0x0F as a mix from these first colours, as randomly or sequentially mixed - i think that routines that could do that aren’t that difficult to code (i coded something like for sdlBasic or Python-Pygame around 10 years ago, that i have no idea where i have it! :D )

you don’t need to stop developing, the coolest part of it is sharing its sources! (it is what i’ll do! :D - i just need to get the code a bit more mature for that, and very sadly i was too tired in these last weeks for that... :( )

and please don’t get me wrongly, lospec is really a very valuable palette resource information, and it’s a pleasure for me the eventuality of helping them anyhow! :)

(1 edit) has thousands of palettes!!!! (okay that all of them has 5 colours or less! :D ) (you can access them even randomly, from )

the list isn’t that huge, but it’s actually a great resource! thanks for sharing! :) 

i’m going to code my own converter, soon i’ll share the sources here around! :)

(i’m about working on 2 formats, create and debug - create would be based somehow on other trackers, like vortextracker, milkytracker, etc., and debug based on .tic)

done, thanks! :) - 

at we can find the stuff we made, but how can we see stuff made from others, like from fangzhangmnm, trelemar, etc.?

at least a bit better than this... 

i think some ideas can be find in webpages like

thanks! @gigatron! now i need to convert back! :)

talking about Delphi, did you try Lazarus as well? and consider also trying Free Pascal Compiler (specially for command-line based tools)

i didn’t know that some part of .tic specification documentation can be found at  (specially the sound/music part) - i need to try it for confirming

a question that might sound stupid or nonsense: how easily can these games be ported to TIC-80?

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which kind of information (specification) is stored in the chunk 14? (0x0E) - and how the information on the chunk 3 (cover) is stored? (btw, sfx and waveforms might need to be documented as well) - would be really great having the whole .tic format specification documented! :)  (i'm aware how toilsome is to document anything, perhaps we should start a wiki page somewhere and keep improving it voluntarily and progressively? )

coded now these scripts (sdlBasic) for extracting music from .tic files, or from those hexdump splits i were using :

the results seems accurate up to now

i coded now a simple .tic extraction tool on sdlBasic:

what it does is extracting the Lua code as .lua, and the other parts as .hex (having breaklines placed accordingly, at least trying)

the idea is also making its results able to be converted/concatenated back to a .tic file, like using that method i used on Geany IDE on GNU/Linux

sad that i’m too newbie on TIC80, too tired in the last months, and too old for jams! :D - good luck for everyone, and happy jamming too! :) 

btw (i don’t know if it is the same situation), when we open a .tic file somewhere, it creates a ./.local/ folder in the same directory - wasn’t supposed that tic80 would create and/or use something like ~/.local/share/tic80/ instead?

updating the “whole package” (as Kylie Minogue said once! :D ) - 

found a bug in the bash script! :D - - now it seems to work fine for what i were expecting

here is the bash script i used - - it is called from the makefile in the same directory (which is simply "a:;./" :D )

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since doesn’t allow attachments in forums like this, i don’t know if links from tinyupload can be used instead: (please ask or suggest me better file hosting services if needed, like googledrive or dropbox, if this one doesn’t work or isn’t appropriated enough)

the idea is about creating .tic from external editors or ides like what we see existing from other fantasy consoles (like pico8?) - and see that i’m not misregretting the default TIC-80 editor, it’s really neat!!!! :)

the code seems to run fine (pressing shift+f9 from geany) -  but there i was expecting the sprites getting stored (not used from the code), but nothing happens - and the tracker frames (i don’t know the exact name of that, they are shown all ‘00’ in all 4 channels, just browse around) gets messy and way larger than expected

perhaps i’m messing all around?

and did someone start something similar?

- Mattel Aquarius: "#000000".."C4001B".."07BF00".."C9B908".."0006B7".."B800D2".."00C7A4".."FFFFFF".."BFBFBF".."41A695".."832890".."060E69".."BAB256".."3C982F".."7F192A".."000000"

great tool, thanks! :)

btw, i took these notes i guess might be useful (sorry if it doesn’t look clear enough): 

vn I? oi   (v=invertvolume?,o=invertoctave*2+?,n=note+4?,i=instrument)

04 00 60 = C-400F--
14 00 60 = C-400E--
F4 00 60 = C-4000--
04 00 00 = C-100F--
14 00 20 = C-200E--
24 00 40 = C-300D--
34 00 60 = C-400C--
F4 00 E0 = C-8000--
00 00 00 = --------

vvvvnnnn i....... oooiiiii

soon i’ll try to find more palettes! ;)

and seeing that you’re trying to run tic-80 from retropie, how do you have tic-80 entry in es_systems.cfg file? (emulationstation)

and i want to change the music data from outside - how is that information organized?

perhaps working as a kind of "projector" having the .tic embedded later (like generated from "cat projector_binary game.tic > game_binary_with_game_tic_embedded") - would be great having it available in a quite good range of operating systems and cpu architectures! ;) 

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and there are these ones:

- tms9918 (Colecovision, Sega-sg1000, msx1, ti-99/4a, etc.): - "000000".."000000".."3EB849".."74D07D".."5955E0".."8076F1".."B95E51".."65DBEF".."DB6559".."FF897D".."CCC35E".."DED087".."3AA241".."B766B5".."CCCCCC".."FFFFFF"

- Sega Master System legacy display modes: - "000000".."000000".."00AA00".."00FF00".."000055".."0000FF".."550000".."00FFFF".."AA0000".."FF0000".."555500".."FFFF00".."005500".."FF00FF".."555555".."FFFFFF"

 - Thomson mo5: - "000000".."FF0000".."00FF00".."FFFF00".."0000FF".."FF00FF".."00FFFF".."FFFFFF".."BBBBBB".."DD7777".."77DD77".."DDDD77".."7777DD".."DD77EE".."BBFFFF".."EEBB00"

- Apple II: - "000000".."6C2940".."403578".."D93CF0".."135740".."808080".."2697F0".."BFB4F8".."404B07".."D9680F".."808080".."ECA8BF".."26C30F".."BFCA87".."93D6BF".."FFFFFF"

- Intellivision: - "000000".."0000FF".."FF0000".."CAFF64".."008000".."00FF00".."FFFA17".."FFFFFF".."808080".."FFB200".."00FFFF".."7F7F00".."FF3FFF".."7F7FFF".."80FF00".."FF007F"

- MacOS Classic 4.1 in 16 colours mode: - "FFFFFF".."FFFF00".."FF6600".."DD0000".."FF0099".."330099".."0000CC".."0099CC".."00AA00".."006600".."663300".."996633".."BBBBBB".."888888".."444444".."000000"

- Acorn RiscOS (i didn’t know this one) - - "FFFFFF".."DDDDDD".."BBBBBB".."999999".."777777".."555555".."333333".."000000".."004499".."EEEE00".."00CC00".."DD0000".."EEEEBB".."558800".."FFBB00".."00BBFF"

- SGI Irix 4DWM (used on those known vectorial icons around early 90’s -  ) seems also a great palette, i guess it’s something like "000000".."FF0000".."00FF00".."FFFF00".."0000FF".."FF00FF".."00FFFF".."FFFFFF".."555555".."C08080".."80C080".."808040".."8080C0".."804080".."408080".."AAAAAA"

there might be more interesting palettes around, like that one Mojón Twins used on their ula-plus zx-spectrum games: : - - "000000".."00006F".."902500".."6F00FF".."00B56F".."0090FF".."FF9000".."B5B590".."000000".."0000FF".."B54A00".."B54AFF".."6FFF00".."6FB5FF".."FFFF6F".."FFFFFF"

thanks! it's working! (updated )

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i’m starting to get it, the track "banks" (i don’t know the name of that) shouldn’t be '00' (and that isn't there in the documentation) - anyway, i tried to start copying by hand some VortexTracker documents content i had around (some converted stuff from ay-3-8910 and sn76489 vgm files! ;D - at least for now, for testing ) and it seems to work (only seems to be counterproductive having to retype everything...)

i don’t know if anyone tried to open .tic files from emulationstation or retropie - if someone did it successfully, please help us know how to this..