Jump to content

Photo

Hi, I'm working on a project for school, and im unskilled with coding.


5 replies to this topic

#1 SupremeRuler OFFLINE  

SupremeRuler

    Combat Commando

  • 4 posts

Posted Sat Apr 7, 2018 11:11 AM

I was wondering if i can get some help or pointers.(ive been reading forums and trying to do this on my own till i realized i couldn't figure it out). I want to make a plat former something like pitfall where once you get to the end of the playfield it goes to the next playfield. I dont know how to do that part. any help would be highly appreciated.



#2 vidak OFFLINE  

vidak

    Moonsweeper

  • 458 posts
  • Location:Sydney, Australia

Posted Sun Apr 8, 2018 4:48 AM

I have documented most of the ancient Stella Mailing List here: https://bootlicker.party/commo-dig/

I have also assembled a kind of cookbook for learning Atari coding here: https://bootlicker.p...00-programming/

Check out SpiceWare's Collect tutorial, as well! Just search it in the blogs section!

OH and I'm always here if you need help.

Check out "Old Skool Coder" on youtube for how to program in 6502 Assembly Language. It's very easy.



#3 SupremeRuler OFFLINE  

SupremeRuler

    Combat Commando

  • Topic Starter
  • 4 posts

Posted Sun Apr 8, 2018 5:37 AM

I failed to mention I'm also using BBatari I dont know if that makes a difference.



#4 GroovyBee OFFLINE  

GroovyBee

    Games Developer

  • 9,821 posts
  • Busy bee!
  • Location:England

Posted Sun Apr 8, 2018 5:43 AM

Why don't you attach what you've got so far because it might be an easy fix in your existing code.



#5 SupremeRuler OFFLINE  

SupremeRuler

    Combat Commando

  • Topic Starter
  • 4 posts

Posted Tue Apr 10, 2018 6:29 PM

 set tv ntsc
 set romsize 4k
 
 playfield:
 ................................
 ................................
 .....X...X............XXXX......
 .....X...X.XXXXXXX.XX.X..XX.....
 .....XX.XX.XX...XX.XX.X....X....
 ......X.X...X...X..XX.X...XX....
 .......X....XXXXX..XX.XXXXX.....
 ................................
 ................................
 ................................
 ................................
end
 
title
 COLUBK = $2F
 COLUPF = $50
 drawscreen
 if joy0fire || joy1fire then goto skiptitle
 goto title
skiptitle
 
start
 COLUP1 = $40
 playfield:
 X...............................
 XX..............................
 XXX.............................
 XXXX............................
 .X..............................
 .X..............................
 XX..............................
 XX..............................
 XX..............................
 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
end
 
 playfield2:
 ................................
 ................................
 ................................
 ..................X.............
 .................XXX............
 ................XXXXX......XX...
 ...............XXXXXXX.....XX...
 .................XXX........X...
 .................XXX........X...
 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
end
 
startposx
 player1x = rand
 if player1x > 150 then goto startposx
startposy
 player1y = rand
 if player1y > 100 then goto startposy
 player0x = 50 : player0y = 50
 COLUBK = $0F
 missile0height = 4  : missile0y = 255
 NUSIZ0 = $00
 score = 10000 :  scorecolor = $08
 m = 0
main
 
 COLUP1 = $80
 COLUP0 = $40
 COLUPF = $00
 f=f+1
 
 
 if f=10 then player0:
 %01101100
 %00101000
 %00011000
 %01111100
 %00011000
 %00011100
 %00011100
 %00011110
end
 
 if f=10 then f=0
 if g=00 then g=0
 
checkfire
 if missile0y>240 then goto skip
 missile0y = missile0y - 2 : goto draw
 
skip
 if joy0fire then missile0y=player0y-2:missile0x=player0x+4
 
draw
 drawscreen
 if collision(missile0,player1) then score=score+1:player1x=rand/2:player1y=0:missile0y=255
 if collision(player0,player1) then score=score-1
 
 if m = 1 && collision(player0,playfield) then player0y = player0y + 1 : goto skipmove
 if m = 2 && collision(player0,playfield) then player0x = player0x + 1 : goto skipmove
 if m = 3 && collision(player0,playfield) then player0y = player0y - 1 : goto skipmove
 if m = 4 && collision(player0,playfield) then player0x = player0x - 1: goto skipmove
 
 if joy0up && !collision(player0,playfield) then player0y = player0y - 1 : m = 1 : goto skipmove
 if joy0left  && !collision(player0,playfield) then player0x = player0x - 1 :  REFP0 = 8 : m = 2 : goto skipmove
 if joy0down  && !collision(player0,playfield) then player0y = player0y + 1  : m = 3 : goto skipmove
 if joy0right  && !collision(player0,playfield) then player0x = player0x + 1 :  m = 4 : REFP0 = 0 : goto skipmove
 
skipmove
 if player0x < player1x then REFP1 = 8
 if player0x > player1x then REFP1 = 0
 goto main
 
 
its pretty bare bones. I want to make the player run to the end of playfield 1 and go the beginning of playfield 2


#6 SupremeRuler OFFLINE  

SupremeRuler

    Combat Commando

  • Topic Starter
  • 4 posts

Posted Wed Apr 18, 2018 7:17 AM

I'm thinking you have to do like playfieldleft or playfieldright






0 user(s) are browsing this forum

0 members, 0 guests, 0 anonymous users