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Larger PF in Bb?


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I was wondering if it is possible to make a larger playfield in Bb?

 

I got a game idea that would work best with a larger field.

 

It's based of the switch game inversus. So a white and black player starts on the PF. One would sit on PF blocks and one would sit on empty PF. Both can move freely on their terrain but not on the other.

 

Shooting would have 2 functions. Kill the enemy and flip the color of the PF. There would be a limited amount of bullets with slow regeneration.

 

Should work well even in the standard field, but a larger one would be nicer.

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The original developer of batari BASIC made an example called "Maze Craze". I made a demo called Rat Race. Both used complicated maths and nearly all the cycles. Basically, way too complicated and easy to go over cycles so the TV rolls. Those attempts scrolled in four directions. You could try "cheating" and using SuperChip settings to get a slightly higher resolution. I think AtariAge boards are compatible with SuperChip memory. If you go DIY then you'll need to salvage old carts that already have SuperChip memory.

 

More info on SuperChip: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#superchipram

 

To start out I'd consider more one screen at a time sections like Ature or my own C@tacombs of Chaos. Basically, instead of changing the normal resolution just make more single screen map sections :)

 

 

UPDATE: Since you posted outside of the batari BASIC section I should have offered non-batari BASIC solutions too.

 

* Learn assembly and make your own display kernel: http://atariage.com/forums/blog/148/entry-13884-collect-tutorial-index/

* Learn Mr SQLs BASIC dialect with built in "larger than the screen" playfields: http://relationalframework.com/Atari2600gamesonline.htm#9LINEBLITZ

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You can change the playfield resolution with the "pfres" command in bB. Read through RT's bB playfield section, maybe you can find a solution there:

 

http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#playfield

 

It seems like without using SuperChip RAM the only thing you can really do is reduce the playfield pixel rows (to gain more variables).

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