Retro Lord Posted June 26, 2015 Share Posted June 26, 2015 I'm learning how to implement paddles, and I'm in a confused position right now. I think it works, but I'm not sure I don't get any error messages, but I can't move missile1 around which I've set to be moved with the paddle. It might be my settings in Stella. I set the paddle controllers to - Paddle0 decrease=w, Paddle0 increase=s, Paddle0 fire=d. But I can't do anything with Paddle0 Analog? Would love some help on this one. rem CODE INSPIRED BY Atarius Maximus at http://www.atariage.com/forums/index.php?showtopic=109288 set kernel_options no_blank_lines readpaddle include div_mul.asm player0x = 50 player0y = 20 player1x = 80 player1y = 30 missile1x=80 : missile1y=60 dim _P1_U_D = player1y.j dim _P0_U_D = player0y.l main scorecolor=$0E COLUP0=$E4 COLUP1=$E4 NUSIZ1=$20 missile1height=3 rem POSSIBLY INEFFICIENT CODE, SEPARATE COLOR INFO FOR EACH FRAME... player0: %00000000 %00000000 %00000000 %10000001 %01000010 %00100100 %00011000 %00011000 %00111100 %01000010 %10011001 %10011001 %11000011 %11111111 %01111110 %00111100 end player1: %00000000 %00000000 %00000000 %10000001 %01000010 %00100100 %00011000 %00011000 %00111100 %01000010 %10011001 %10011001 %11000011 %11111111 %01111110 %00111100 end COLUPF=$D4 playfield: ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end currentpaddle = 0 drawscreen missile1x = 2 * paddle + 1 : if missile1x > 135 then missile1x = 135 : if missile1x<10 then missile1x=10 rem increases parachute speed if a=0 then _P0_U_D=_P0_U_D+0.25 if a=0 then _P1_U_D=_P1_U_D+0.25 if a=1 then _P0_U_D=_P0_U_D+0.30 if a=1 then _P1_U_D=_P1_U_D+0.30 if a=2 then _P0_U_D=_P0_U_D+0.35 if a=2 then _P1_U_D=_P1_U_D+0.35 if a=3 then _P0_U_D=_P0_U_D+0.40 if a=3 then _P1_U_D=_P1_U_D+0.40 if a=4 then _P0_U_D=_P0_U_D+0.45 if a=4 then _P1_U_D=_P1_U_D+0.45 if a=5 then _P0_U_D=_P0_U_D+0.50 if a=5 then _P1_U_D=_P1_U_D+0.50 if b=5 then a=a+1 : b=0 if collision(player0,missile1) && joy0fire then score=score+1 : player0y=255 : b=b+1 if player0y=255 then player0x=rand : player0y=0 if player0x<10 then player0y=255 if player0x>135 then player0y=255 if collision(player1,missile1) && joy0fire then score=score+1 : player1y=255 : b=b+1 if player1y=255 then player1x=rand : player1y=0 if player1x<10 then player1y=255 if player1x>135 then player1y=255 rem temporary solution since I dont have a gameover screen yet if collision(player0,playfield) then reboot if collision(player1,playfield) then reboot goto main Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted June 26, 2015 Share Posted June 26, 2015 Have you looked at the examples on the bB page? randomterrain.com/atari-2600-memories-batari-basic-commands.html#paddlereading Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted June 26, 2015 Author Share Posted June 26, 2015 Yeah I looked them over, and as far as I see I've set things up like in the examples. I also tried playing the example games in Stella and I could not get paddle controls to work with them either so it must be something wrong with Stella. I tried setting up the controllers like your page said. I'm using version 4.2 of Stella. Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted June 26, 2015 Author Share Posted June 26, 2015 Okay! I installed the latest version of Stella and now it works after fiddling about with the settings. My version must've been to old, hehe. Quote Link to comment Share on other sites More sharing options...
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