SupremeRuler Posted April 7, 2018 Share Posted April 7, 2018 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. Quote Link to comment Share on other sites More sharing options...
vidak Posted April 8, 2018 Share Posted April 8, 2018 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.party/atari-2600-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. Quote Link to comment Share on other sites More sharing options...
SupremeRuler Posted April 8, 2018 Author Share Posted April 8, 2018 I failed to mention I'm also using BBatari I dont know if that makes a difference. Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted April 8, 2018 Share Posted April 8, 2018 Why don't you attach what you've got so far because it might be an easy fix in your existing code. Quote Link to comment Share on other sites More sharing options...
SupremeRuler Posted April 11, 2018 Author Share Posted April 11, 2018 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 Quote Link to comment Share on other sites More sharing options...
SupremeRuler Posted April 18, 2018 Author Share Posted April 18, 2018 I'm thinking you have to do like playfieldleft or playfieldright Quote Link to comment Share on other sites More sharing options...
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