bogax Posted March 6, 2018 Share Posted March 6, 2018 (edited) I don't think I'd call this a work in progress, more like exploring some ideas The code is buggy there aren't many comments and it's full of kruft the stuff in the bottom left corner is the upper byte of a 9 bit counter which is supposed to be keeping track of the number of playfield blocks but it doesn't quite edit: forgot to mention I had to adjust some stuff in the 2600basic.h file but I don't know how it comports with RevEng's latest and greatest I moved playfieldpos = $F0 and commented out the calculations for playfield from pfres falling_sky_03_5_1.bas falling_sky_03_5_1.bas.bin Edited March 6, 2018 by bogax 4 Quote Link to comment Share on other sites More sharing options...
Mountain King Posted March 6, 2018 Share Posted March 6, 2018 Cool concept. I like the rapid fire. Quote Link to comment Share on other sites More sharing options...
TrekMD Posted March 6, 2018 Share Posted March 6, 2018 Pretty cool. That rapid fire works like a charm! Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted March 9, 2018 Share Posted March 9, 2018 Can you explain how this works? dim p0x = player0x.y dim p0y = player0y.y dim p0lo = y dim m0x = missile0x.x dim m0y = missile0y.x dim m0lo = x dim p1x = player1x.w dim p1y = player1y.w dim p1lo = w dim m1x = missile1x.v dim m1y = missile1y.v dim m1lo = v dim blx = ballx.u dim bly = bally.u dim bllo = u I've tried using the same variable for both x & y like you do with U V W X & Y but it allways results in jerky motion, don't think I understand how it works exactly? Can I do that? I am doing this now.. dim _P1_L_R = player1x.v dim _P1_U_D = player1y.w dim _robotspeed = l.var0 -------------------- if player1x < temp6 then _P1_L_R=_P1_L_R+ _robotspeed if player1x > temp6 then _P1_L_R=_P1_L_R- _robotspeed if player1y - l > 93 then _P1_U_D=_P1_U_D- _robotspeed else player1y = 93 ; makes the player stop at y-pos 93 no mather what speed it has Quote Link to comment Share on other sites More sharing options...
bogax Posted March 9, 2018 Author Share Posted March 9, 2018 what kernel? what are you trying to do? if your speed was, say, l = 5 then player1y would have to be >= 99 for player1y to not be set to 93 and then player1y would be >=94 Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted March 10, 2018 Share Posted March 10, 2018 (edited) DPC+ I'm trying to get the players to chase the ball object that you controll left and right ( temp6= _BALL_L_R -4 ) Or I'm doing that allready but I'm trying to save variables if I can? Yup, that's exactly what it's for, but player1-4 only moves upwards and player5-8 only moves down.. if player5x < temp6 then _P5_L_R = _P5_L_R + _robotspeed if player5x > temp6 then _P5_L_R = _P5_L_R - _robotspeed if player5y + l < 66 then _P5_U_D = _P5_U_D + _robotspeed else player5y = 66 So if player1y=94 and l=5, then the next time it will "snap" to 93 instead of move to 89 like this would if player1y > 93 then _P1_U_D=_P1_U_D - _robotspeed Edited March 10, 2018 by Lillapojkenpåön Quote Link to comment Share on other sites More sharing options...
bogax Posted March 10, 2018 Author Share Posted March 10, 2018 (edited) I'm still not clear on what your trying to do that it's not doing if you're trying to get it to wrap around from 0 to 93 then maybe something like this _P1_U_D = _P1_U_D - _robotspeed if player1y > 93 then player1y = player1y + 93 Edited March 10, 2018 by bogax Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted March 10, 2018 Share Posted March 10, 2018 It's doing what it should do I was just wondering how you're using the same variable in your 8.8 type x & y variables dim p1x = player1x.w dim p1y = player1y.w Just w while I have to use both v & w dim _P1_L_R = player1x.v dim _P1_U_D = player1y.w So I'm wondering if I could also use just one variable in some way? Just making shure I'm not currently wasting nine variables if I don't have to? Quote Link to comment Share on other sites More sharing options...
bogax Posted March 10, 2018 Author Share Posted March 10, 2018 (edited) It's doing what it should do I was just wondering how you're using the same variable in your 8.8 type x & y variables dim p1x = player1x.w dim p1y = player1y.w Just w while I have to use both v & w dim _P1_L_R = player1x.v dim _P1_U_D = player1y.w So I'm wondering if I could also use just one variable in some way? Just making shure I'm not currently wasting nine variables if I don't have to? it only uses the fractional part in one direction at a time if the angle is less than 45 or greater than 135 the x direction is whole integer and the y is fractional other wise y is integers and x is fractional Edited March 11, 2018 by bogax Quote Link to comment Share on other sites More sharing options...
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