+KaeruYojimbo Posted April 18, 2015 Share Posted April 18, 2015 Maybe instead of having the gun constantly move to the left, you could incorporate some momentum, have it keep moving the last direction you pushed for a little bit after you release the joystick or try to move the other direction. That would be a much better way to add that little bit of challenge to the controls. 1 Quote Link to comment Share on other sites More sharing options...
Arenafoot Posted April 18, 2015 Share Posted April 18, 2015 v6 is better than v5...... the scrolling to the left is a bit too much Quote Link to comment Share on other sites More sharing options...
Secamline Posted April 18, 2015 Author Share Posted April 18, 2015 I was able to change the scrolling but i still don't manage to use the multisprite kernel Bbfp7.bas.bin Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted April 18, 2015 Share Posted April 18, 2015 You might want to add a 2 second freeze at the end, then let the player restart using the fire button:randomterrain.com/atari-2600-memories-standards-and-procedures.html#game_end Quote Link to comment Share on other sites More sharing options...
Secamline Posted April 18, 2015 Author Share Posted April 18, 2015 Like this? BBFP8.bas.bin Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted April 18, 2015 Share Posted April 18, 2015 Like this? Yep. While you're at it, you might want to fix it so holding down the reset switch doesn't freeze the game. Here's an example program that might be helpful: randomterrain.com/atari-2600-memories-batari-basic-commands.html#sprite_missile_bankswitching_example Quote Link to comment Share on other sites More sharing options...
Secamline Posted April 18, 2015 Author Share Posted April 18, 2015 (edited) I solved the reset switch problem and added a titlescreen but it keeps flashing whereas in the preview .bas it's normal BBSP.bin Edited April 18, 2015 by Secamline Quote Link to comment Share on other sites More sharing options...
Secamline Posted April 19, 2015 Author Share Posted April 19, 2015 Now I'm wondering, how to add more sprites? I tried DPC+ and multi sprites kernel but none of these work Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted April 19, 2015 Share Posted April 19, 2015 Now I'm wondering, how to add more sprites? I tried DPC+ and multi sprites kernel but none of these work Are you using an old version of batari Basic? randomterrain.com/atari-2600-memories-batari-basic-commands.html#gettingstarted Quote Link to comment Share on other sites More sharing options...
Secamline Posted April 19, 2015 Author Share Posted April 19, 2015 No i'm using the last version Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted April 19, 2015 Share Posted April 19, 2015 No i'm using the last version See if this will compile for you: randomterrain.com/atari-2600-memories-batari-basic-commands.html#ex_dpc_13_objects Quote Link to comment Share on other sites More sharing options...
Secamline Posted April 19, 2015 Author Share Posted April 19, 2015 Yes i can compile it without any problem, do we have to add something else other than "set kernel DPC+"? Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted April 19, 2015 Share Posted April 19, 2015 Yes i can compile it without any problem, do we have to add something else other than "set kernel DPC+"? There is a template that people can use: randomterrain.com/atari-2600-memories-batari-basic-commands.html#dpc_harmony Quote Link to comment Share on other sites More sharing options...
Secamline Posted April 19, 2015 Author Share Posted April 19, 2015 However this template doesn't work .. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted April 19, 2015 Share Posted April 19, 2015 However this template doesn't work .. If you compile it without adding anything to it, you'll get a blank screen. Here is a version with playfield data and colors added: template_2015y_04m_19d_1755t.bin template_2015y_04m_19d_1755t.bas Quote Link to comment Share on other sites More sharing options...
Secamline Posted April 19, 2015 Author Share Posted April 19, 2015 I tried doing like in this template but i still get an error message, is there an alternative to DPC+ and multi sprite? Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted April 19, 2015 Share Posted April 19, 2015 I tried doing like in this template but i still get an error message, is there an alternative to DPC+ and multi sprite? You could always attach your .bas file and we could see if we can see what is causing the error. Quote Link to comment Share on other sites More sharing options...
Secamline Posted April 19, 2015 Author Share Posted April 19, 2015 ok scode.bas Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted April 19, 2015 Share Posted April 19, 2015 You had a couple of small problems that I fixed, but it's not DPC+ code: scode_2015y_04m_19d_1924t.bas I was expecting DPC+ code that had an error that you couldn't figure out. Quote Link to comment Share on other sites More sharing options...
Secamline Posted April 20, 2015 Author Share Posted April 20, 2015 oh, here it is I just can't figure out how it works scode.bas Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted April 20, 2015 Share Posted April 20, 2015 oh, here it is I just can't figure out how it works You need to convert COLUBK, COLUPF, COLUP0, and COLUP1 to what the DPC+ kernel uses. Here is a link to the DPC+ section of the Table of Contents: randomterrain.com/atari-2600-memories-batari-basic-commands.html#dpc_toc If this was in your other program, I missed it: _ if COLUBK=240 then if f=0 then . . . _ COLUBK is write-only. For example, a = COLUBK will not work properly. Be sure to change that in your non-DPC+ program and make whatever adjustments you need for the DPC+ version. You also had "set DPC+" instead of "set kernel DPC+." It's usually best to copy and paste things so it's harder for human error to creep in. All I mostly did was rem out things that won't work in the DPC+ kernel and made a few adjustments just to get the program working: dpc_scode_2015y_04m_20d_0246t.bas You'll need to adjust the placing of your sprites, update the lines I commented out, and go to the DPC+ section of the bB page and learn more about the playfield and whatever else you need. Quote Link to comment Share on other sites More sharing options...
Papa Posted April 23, 2015 Share Posted April 23, 2015 That template is actually very useful once you get used to all the new names for resizing and background color schemes and what not. Very fun. I have ported over my latest work (Run Out) into this template and it helped sort out some little setbacks I was having with this particular game. FUN!! Quote Link to comment Share on other sites More sharing options...
Secamline Posted May 1, 2015 Author Share Posted May 1, 2015 hmm... I don't really get what i'm supposed to do, how to set the player colors and resize the sprites and playfield? Quote Link to comment Share on other sites More sharing options...
Papa Posted May 1, 2015 Share Posted May 1, 2015 You declare the resolution of the playfield.. DF6FRACINC = 64 ; (These are your background colors. It can be 0 and make the whole background behind the playfield one color or it can match the playfield rows.) DF4FRACINC = 64 ; (These are your playfield colors. input 16, 32, 64, 128, or 255. There are many more. 255 would be 88 rows with 2 scanlines each, and so on.) DF0FRACINC = 32; ( this is Column 0) DF1FRACINC = 32; (this is Column 1) DF2FRACINC = 32; (this is Column 2) DF3FRACINC = 32; (this is Column 3) drawscreen The above sets up your resolution for the background and draws the screen. Player0 is the same for resizing.. NUSIZ0=0 (normal size) NUSIZ0=5 (double sized) NUSIZ0=7 (quad sized) ..player1 is different!! _NUSIZ1=5 (double sized) using the underscore. Reflecting the player0 sprite is the same.. REFP0=8 (mirrors the player0 sprite) Other than player0 is different.. _NUSIZ1{3} = 1 (mirrors 1-9 with the number after 'Z' defining the sprite and 1 or 0 after "=" setting the bit on or off.) SO. REFP doesn't work on anything past player0 because all the extra sprites use the player1 sprite. Only player1 needs the underscore, so NUSIZ2{3} = 1 would flip the reflect bit on for the player2 sprite. This is the same for 3-9, no underscore required. Player colors are done like this.. (This is a tree..) tree player1color: $E6 $E4 $E8 $E8 $E6 $F6 $F8 $F8 $F8 $F6 $F6 $F6end player1: %01010101 %10100010 %01010101 %10101010 %01010101 %01111111 %00111110 %00011100 %00011100 %00011100 %00111110 %01111111end "Player1color: " is declaring the colors for each row of the sprite,in order. (replace the 1 with any number between 0-9 to define the colors for those sprites. You can also use the same colors for sequential sprites. If sprites 1 and 2 use the same colors than "Player1-2color:" would do the job. Sprites are flipped in DPC+, so if you port work from earlier you will want to load the sprite into an editor and flip it before pasting it into the program. Certain things have to be alone in the code, without "if" or anything else in front of them. This doesn't mean you can't use it with a variable, you just may need to gosub it from somewhere else. NUSIZ COLUBK (replaced in DPC+ with "bkcolors:" and then a row of colors (or one) that matches your rows defined above with "DF6FRACINC =") REFP These are examples of write-only. They flip a bit in the hardware that zooms, reflects, or recolors something. (Atari has HARDWARE ZOOMING!?!) RT made a non-flashing list of commands for DPC+l!! http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#dpcplus (I just chopped up bits from it I use and made my own little manual, as I don't program on an internet computer) Quote Link to comment Share on other sites More sharing options...
Secamline Posted May 1, 2015 Author Share Posted May 1, 2015 (edited) mmh... I guess i should have thought of this before actually making the game, it would have been easier, I'll try to make it work properly anyway, just wondering, why the colors of player0 and player1 are messed up? Edited May 1, 2015 by Secamline Quote Link to comment Share on other sites More sharing options...
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