Rudy Posted August 5, 2014 Share Posted August 5, 2014 I can set color but the playfield flickers and isn't vertically aligned properly and I can't figure out how to fix it even though i read the manual. Any help appreciated. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted August 5, 2014 Share Posted August 5, 2014 If you attach your .bas file, we can look at it. Quote Link to comment Share on other sites More sharing options...
Rudy Posted August 5, 2014 Author Share Posted August 5, 2014 (edited) It's on another computer but I'll try to get it with a thumb drive. Just a minute. rem test maze game aug 4 2014 rem set smartbranching on COLUBK = $0E COLUPF = $00 playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXend drawscreenend Edited August 5, 2014 by Rudy Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted August 5, 2014 Share Posted August 5, 2014 Well, it's okay to define the playfield just once like that, but you need to put the drawscreen in a loop so the 2600 keeps drawing it 60-ish times a second. So just change the last part of your program to something like loop drawscreen goto loop end Quote Link to comment Share on other sites More sharing options...
Rudy Posted August 5, 2014 Author Share Posted August 5, 2014 I tried to upload the .bas file but I couldn't get the button to work (when I clicked, nothing happened). Quote Link to comment Share on other sites More sharing options...
Rudy Posted August 5, 2014 Author Share Posted August 5, 2014 Here I got it. test2.bas Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted August 5, 2014 Share Posted August 5, 2014 SeaGtGruff already posted what is wrong, but here it is in a .bas file: rudy_test_2014y_08m_04d_2349t.bas There are a bunch of example program links on the right side of the bB page that might be helpful: randomterrain.com/atari-2600-memories-batari-basic-commands.html#example_programs Quote Link to comment Share on other sites More sharing options...
Rudy Posted August 5, 2014 Author Share Posted August 5, 2014 Thank you. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted August 5, 2014 Share Posted August 5, 2014 The drawscreen command tells the 2600 to draw the sprites, playfield, ball and missiles. After everything is drawn you can determine whether a collision happened or not. Another tricky thing is that some graphical attributes get wiped after a drawscreen. For instance, if your player0 was bright pink (NTSC) you must set COLUP0 = $4E again! Quote Link to comment Share on other sites More sharing options...
bogax Posted August 5, 2014 Share Posted August 5, 2014 Just to elaborate a little bitThe television wants a frame every1/60 of a second and displays thepicture/frame a line at a time goingfrom left to right, top to bottomThe processor (roughly speaking) createsthe picture in realtime a line at a timeas it's displayed.When it's done drawing the screen there'slittle bit of time left over before theprocessor needs to start drawing the nextframe.That's when your program runs.So you call drawscreen and the processorwaits for the starting time of the nextframe and then draws the screen and when it'sdone drawing the screen it returns fromdrawscreen and goes on with your code.So normally you run a loop to call drawscreen(approximately) periodically, before the startof the next frame but it doesn't actually havebe a (simple) loop or a loop with just one drawscreen.you just have to make sure you call drawscreenbefore the next frame should start.So for example you could make a program thatwas just a long list of drawscreens with outlooping and it would display a picture untilyou ran out of drawscreens. (say 600 drawscreens/2k * 1/60 of second/drawscreen = about 10 secondsso with 2k you could display for 10 secondsbefore you ran out but you wouldn't be able to doanything else) Quote Link to comment Share on other sites More sharing options...
Rudy Posted August 5, 2014 Author Share Posted August 5, 2014 Thanks again for all the help. I'll let you know what progress I make. 1 Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted August 7, 2014 Share Posted August 7, 2014 Thanks again for all the help. I'll let you know what progress I make. We're looking forward to seeing what you make! Quote Link to comment Share on other sites More sharing options...
Rudy Posted August 7, 2014 Author Share Posted August 7, 2014 I won't be working on this again until monday but I'll report then on my progress. Quote Link to comment Share on other sites More sharing options...
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