yuppicide Posted April 18, 2010 Share Posted April 18, 2010 I know you're not mister graphics, but here's an idea I have. You currently have a playfield editor. How about a (this could be a separate program) to combine playfields into one? What I'm currently doing is a lot of screens for Zelda 2600.. it would be nice to draw a screen and be able to place it next to another so I can see if the entrances and exits from one to the other line up. Ultimately I'd like to be able to put whatever I want together.. let's 1 screen next to another.. let's say 5 screens wide by 5 screens tall. An export to JPG function would be wonderful. Eventually what I want to do is take screen shots of all my Zelda screens and post them together in one big map like. Quote Link to comment Share on other sites More sharing options...
jwierer Posted April 18, 2010 Author Share Posted April 18, 2010 I know you're not mister graphics, but here's an idea I have. You currently have a playfield editor. How about a (this could be a separate program) to combine playfields into one? What I'm currently doing is a lot of screens for Zelda 2600.. it would be nice to draw a screen and be able to place it next to another so I can see if the entrances and exits from one to the other line up. Ultimately I'd like to be able to put whatever I want together.. let's 1 screen next to another.. let's say 5 screens wide by 5 screens tall. An export to JPG function would be wonderful. Eventually what I want to do is take screen shots of all my Zelda screens and post them together in one big map like. Saving Sprites/Playfields as images should be easy. Doing side by side development is a little tough. I would just copy the existing playfield into a new one and modify it. -Jeff Quote Link to comment Share on other sites More sharing options...
yuppicide Posted April 18, 2010 Share Posted April 18, 2010 Got it. It's actually not hard for me to do, but I figured anything that can speed up the process would be nice. Gonna get some graph paper tonight. I'm drawing like 100+ screens! I wonder if they will all fit into a game. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted June 18, 2010 Share Posted June 18, 2010 (edited) Just started in VisualbB and Batari so forgive me if this is a stone dumb question. Whenever I add a playfield with playfield colors Batari does not compile. This is a straight drag-and-drop operation too so I'd assume that the code has proper indentation. The pfcolors: label appears in pink for some reason. This is the latest Batari Basic with VisualbB build 550. Any clues? pfcolors: $0E $1E $2E $3E $4E $5E $6E $7E $8E $9E $0E end playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X............................... X............................... X............................... X............................... X............................... X............................... X............................... X............................... X............................... ................................ end P.S. VisualbB has come a long way since it's first release. It installs great on both XP and Windows 7. Thanks for all the hard work! Edited June 18, 2010 by theloon Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted June 18, 2010 Share Posted June 18, 2010 Whenever I add a playfield with playfield colors Batari does not compile. Check out the kernel_options: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#kerneloptions For example, in one game I'm working on, this is what I need at the beginning of the program: set kernel_options player1colors no_blank_lines pfcolors Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted June 19, 2010 Share Posted June 19, 2010 (edited) @Random Terrain: You, Sir, rock 7 ways that I can't even imagine to describe but nevertheless are totally awesome! Think Metallica arriving at your birthday party with a shopping cart filled with choice translated Japanese RPGs. Also, Lars gets to grind for you until level 99. The palette is still off in Stella but the point is I can compile again Thanks for taking the time to solve that mystery for me! And, yes, I will backtrack and study why your compiler options work. Thank you! Whenever I add a playfield with playfield colors Batari does not compile. Check out the kernel_options: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#kerneloptions For example, in one game I'm working on, this is what I need at the beginning of the program: set kernel_options player1colors no_blank_lines pfcolors Edited June 19, 2010 by theloon Quote Link to comment Share on other sites More sharing options...
Dan Iacovelli Posted June 22, 2010 Share Posted June 22, 2010 I just updated my OS to win 7 from XP. I have VB working but I get an error on the sound and music editor. I am planning moving most of the VB stuff over to my laptop anyways but still would like to keep it on my desktop Quote Link to comment Share on other sites More sharing options...
jwierer Posted June 22, 2010 Author Share Posted June 22, 2010 I just updated my OS to win 7 from XP. I have VB working but I get an error on the sound and music editor. I am planning moving most of the VB stuff over to my laptop anyways but still would like to keep it on my desktop Are you running 64 bit or 32ibt? Do you have UAC disabled or enabled? What build of vbB are you using? What is the exact error? I use Windows 7 so I can confirm it does work. -Jeff Quote Link to comment Share on other sites More sharing options...
Dan Iacovelli Posted June 22, 2010 Share Posted June 22, 2010 I just updated my OS to win 7 from XP. I have VB working but I get an error on the sound and music editor. I am planning moving most of the VB stuff over to my laptop anyways but still would like to keep it on my desktop Are you running 64 bit or 32ibt? Do you have UAC disabled or enabled? What build of vbB are you using? What is the exact error? I use Windows 7 so I can confirm it does work. -Jeff 64 bit .disabled ,current build of vbb 550, Could not load file or assembly 'irrKlang.NET2.0, Version=1.1.3.0, Culture=neutral, PublicKeyToken=a854741bd80517c7' or one of its dependencies. An attempt was made to load a program with an incorrect format. File name: 'irrKlang.NET2.0, Version=1.1.3.0, Culture=neutral, PublicKeyToken=a854741bd80517c7' at VisualbB.SoundLib.vbBSoundLib..ctor() at VisualbB.DialogMusic..ctor() at VisualbB.mainIDE.MusicEditorToolStripMenuItem_Click(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) WRN: Assembly binding logging is turned OFF. To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1. Note: There is some performance penalty associated with assembly bind failure logging. To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog]. ************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll ---------------------------------------- VisualbB Assembly Version: 1.0.0.550 Win32 Version: 1.0.0.550 CodeBase: file:///C:/atari-users.net/Bataribasic/2600basic/VisualbB.exe ---------------------------------------- Microsoft.VisualBasic Assembly Version: 8.0.0.0 Win32 Version: 8.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Runtime.Remoting Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll ---------------------------------------- System.Configuration Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Runtime.Serialization.Formatters.Soap Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Serialization.Formatters.Soap/2.0.0.0__b03f5f7f11d50a3a/System.Runtime.Serialization.Formatters.Soap.dll ---------------------------------------- VisualbB.SoundLib Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/atari-users.net/Bataribasic/2600basic/VisualbB.SoundLib.DLL ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. Music tool is the only thing not working do I need to install Net 2.0 Quote Link to comment Share on other sites More sharing options...
jwierer Posted June 22, 2010 Author Share Posted June 22, 2010 64 bit .disabled ,current build of vbb 550, Could not load file or assembly 'irrKlang.NET2.0, Version=1.1.3.0, Culture=neutral, PublicKeyToken=a854741bd80517c7' or one of its dependencies. An attempt was made to load a program with an incorrect format. It's the fact that you're using 64-bit. I have it fixed in the latest build. I'll send you a PM that you can try. -Jeff Quote Link to comment Share on other sites More sharing options...
Dan Iacovelli Posted June 25, 2010 Share Posted June 25, 2010 I installed 550 build to my laptop so I'm not too worried about it not working here. btw: theres a new framework net for windows 7 (Microsoft .NET Framework 4 Client Profile for Windows 7 x64-based Systems (KB982670) ) Quote Link to comment Share on other sites More sharing options...
atariready Posted June 27, 2010 Share Posted June 27, 2010 I just downloaded Visual bB and am new to Batari programming. I am going through the tutorial "How To Make Atari Games" on Youtube. When I add player0x=50:player0y=50 in the code and hit enter, it doesn't indent. And when I try to compile it, it doesn't work. Why? What am I doing wrong? Thanks. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted June 27, 2010 Share Posted June 27, 2010 (edited) I just downloaded Visual bB and am new to Batari programming. I am going through the tutorial "How To Make Atari Games" on Youtube. When I add player0x=50:player0y=50 in the code and hit enter, it doesn't indent. And when I try to compile it, it doesn't work. Why? What am I doing wrong? Thanks. Even if you have Enable Syntax Checking turned on in the Settings, it's not going to automatically indent everything you type in. If it did that, you wouldn't be able to use labels. You'll have to add a space or spaces yourself and if you're like me and use three spaces at the beginning of a line as the default auto indentation, you can right click and select Force Minimum Spacing and it will add the number of spaces you chose in the Settings. That allows me to only add one space while programming, then I can force my favorite minimum spacing later. Edited June 27, 2010 by Random Terrain Quote Link to comment Share on other sites More sharing options...
jwierer Posted June 27, 2010 Author Share Posted June 27, 2010 I installed 550 build to my laptop so I'm not too worried about it not working here. btw: theres a new framework net for windows 7 (Microsoft .NET Framework 4 Client Profile for Windows 7 x64-based Systems (KB982670) ) I'd still like to make it work for you on Windows 7 64-bit. If there is anybody else out there using a 64-bit version of Windows PM me and I'll send you a later version to test. -Jeff Quote Link to comment Share on other sites More sharing options...
Dan Iacovelli Posted June 27, 2010 Share Posted June 27, 2010 I installed 550 build to my laptop so I'm not too worried about it not working here. btw: theres a new framework net for windows 7 (Microsoft .NET Framework 4 Client Profile for Windows 7 x64-based Systems (KB982670) ) I'd still like to make it work for you on Windows 7 64-bit. If there is anybody else out there using a 64-bit version of Windows PM me and I'll send you a later version to test. -Jeff Iwas planning on moving my programing stuff to my laptop anyways,and keeping some on my desktop as well. if you find somebody to test it out and have it work on win 7 that would be good too. as always keep up the good work. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted June 29, 2010 Share Posted June 29, 2010 Found the Consolas font that seems to work okay with VisualbB http://www.microsoft.com/downloads/details.aspx?familyid=22e69ae4-7e40-4807-8a86-b3d36fab68d3&displaylang=en You must have a license for Visual Studio 2008, but, hey, doesn't a trial or express version count? As a side I noticed that (under XP SP3) you cannot install a font while VisualbB is running and expect it to use it under Settings -> Select font. Workaround is to close VisualbB, install font and then reopen VisualbB If anyone has a better font I'd love to hear about it! Quote Link to comment Share on other sites More sharing options...
jwierer Posted June 29, 2010 Author Share Posted June 29, 2010 Found the Consolas font that seems to work okay with VisualbB http://www.microsoft...&displaylang=en You must have a license for Visual Studio 2008, but, hey, doesn't a trial or express version count? As a side I noticed that (under XP SP3) you cannot install a font while VisualbB is running and expect it to use it under Settings -> Select font. Workaround is to close VisualbB, install font and then reopen VisualbB If anyone has a better font I'd love to hear about it! Any fixed width font should do. I just use Courier New which I think is the default now. -Jeff Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted June 29, 2010 Share Posted June 29, 2010 Any fixed width font should do. I just use Courier New which I think is the default now. Since I use the editors to play with sprites and playfields, I don't need a fixed width font, so I just use Verdana. Quote Link to comment Share on other sites More sharing options...
Segataritensoftii Posted July 2, 2010 Share Posted July 2, 2010 What I'd really like to see is a rewrite of Visual bB or a similar frontend that's platform independent. I'm a user of Mac OS X who would love to be able to use this to create my own console games. Maybe I'd even be able to release them on cartridge. I haven't been able to get Visual bB to run on Wine (although that's probably just because I just can't be bothered to take the time to set it up properly). Quote Link to comment Share on other sites More sharing options...
jwierer Posted July 2, 2010 Author Share Posted July 2, 2010 What I'd really like to see is a rewrite of Visual bB or a similar frontend that's platform independent. I'm a user of Mac OS X who would love to be able to use this to create my own console games. Maybe I'd even be able to release them on cartridge. I haven't been able to get Visual bB to run on Wine (although that's probably just because I just can't be bothered to take the time to set it up properly). Sorry but that is very unlikely. I only know how to program for Windows. Best bet is full emulation of Windows or run Windows in a seperate partition on your hard drive. -Jeff Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted July 13, 2010 Share Posted July 13, 2010 (edited) Drag and Drop Sprites to code requires Save-All first to take into account changes after editing a sprite (at least for me in XP SP3.) The correct behavior should be unsaved sprite changes get dragged to the code window. Please forgive me if this is an unreproducible problem for others. I'll provide more details if I can Also, what about a score bar editor? Sounds trivial but hopefully it would be easy to code: 8 horizontal pixels with a live conversion to pfscore decimal value. The fact that the pfscore value is the binary score bar graphic and not a bar representation of a decimal value trips newbies up I suspect. At least having a VisualbB score bar editor would ease people into the concept Edited July 13, 2010 by theloon Quote Link to comment Share on other sites More sharing options...
jwierer Posted July 13, 2010 Author Share Posted July 13, 2010 Drag and Drop Sprites to code requires Save-All first to take into account changes after editing a sprite (at least for me in XP SP3.) The correct behavior should be unsaved sprite changes get dragged to the code window. Please forgive me if this is an unreproducible problem for others. I'll provide more details if I can Also, what about a score bar editor? Sounds trivial but hopefully it would be easy to code: 8 horizontal pixels with a live conversion to pfscore decimal value. The fact that the pfscore value is the binary score bar graphic and not a bar representation of a decimal value trips newbies up I suspect. At least having a VisualbB score bar editor would ease people into the concept I can change the behavior so that if a sprite/playfield is "open" it uses the current item vs. the saved item. As for a score bar editor I think it's more intuitive to just set the code to the binary value vs. the decimal. Makes the code easier to read as well. -Jeff Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted July 13, 2010 Share Posted July 13, 2010 I can change the behavior so that if a sprite/playfield is "open" it uses the current item vs. the saved item. As for a score bar editor I think it's more intuitive to just set the code to the binary value vs. the decimal. Makes the code easier to read as well. -Jeff Ooooh, yeah! Using the current seems more intuitive. I can't count the times I've been all over my code and forget that sprite changes aren't live. Sometimes I end up dragging and dropping a completely blank sprite if it's a newly added one Random Terrain just explained the whole %10011001 way of representing score bars to me. Much simpler! Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted July 26, 2010 Share Posted July 26, 2010 One thing that catches me off guard is that when you start a new sprite the default palette isn't NTSC or PAL. I end up having to edit the colors manually in code. Is there any way get NTSC or PAL as a setting in settings? Oh, yeah, and have the sprite editor use that default palette? Quote Link to comment Share on other sites More sharing options...
jwierer Posted July 26, 2010 Author Share Posted July 26, 2010 One thing that catches me off guard is that when you start a new sprite the default palette isn't NTSC or PAL. I end up having to edit the colors manually in code. Is there any way get NTSC or PAL as a setting in settings? Oh, yeah, and have the sprite editor use that default palette? There is a setting for NTSC/PAL on the main toolbar. That determines what color palette is used when selecting colors. If you start a sprite with the NTSC palette and change midway the colors you see won't change. So you need to select a palette then start editing. I think most folks choose NTSC or PAL and don't change that often. -Jeff Quote Link to comment Share on other sites More sharing options...
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