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Something like this..

 

player0color:
$4E
$4E
$4E
$4E
$4E
$4E
$4E
$4E
end

 

..would color your player pink. Each row can be a different color.

 

If you declare your background colors they should match your number of rows..

 

pfcolors:
$0E
$0E
$0E
$0E
$0E
$0E
$0E
$0E
$0E
$0E
$0E
$0E
$0E
$0E
$0E
$0E
end

 

..like this.

 

Things could be separated with more space between colons..

 

if joy0fire && !missile0y<player0y-1 then missile0x = player0x+4 : missile0y=player0y-1 : b=1

 

this is mostly housekeeping, though, but it will cause your AUD stuff to be highlighted.

 

Good luck with your game! Remember that you're telling the screen that it has 11 rows with 16 lines each.

 

DF4FRACINC = 32 ; Playfield colors.

 

I'm not exactly sure what you're trying to do here, but I think you want your bottom row to shrink as the enemy hit's the player!?! I changed the background color and verified that the missile is appearing, it just hasn't been colored.

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oh ok thanks, btw the missile0 color changes to bg color when it's not aligned with player0 . . .

 

Missile0 seems to be keeping its color here, when it's not being contaminated by the colors of player0:

 

test_ex_dpc_13_objects_2015y_05m_01d_1400t.bin

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well, i have set tv pal but since i have DPC+ it only uses the NTSC palette

 

Yeah, set tv pal won't work. This is from the bB page:

_

Recently, it has been discovered that PAL televisions will play NTSC binaries without any problems except different colors. Optionally, you may prefer to create a PAL60 binary, which uses the NTSC timing but PAL colors. To do so, use the NTSC TV format but specify the colors from the PAL palette.

_

Just use PAL colors instead of NTSC colors.

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