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Kernel support.


Andrew Osborne

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Before I begin, this is not another "Will-you-pretty-please-make-a-game-for-me" request. I'm beginning to understand the limitations of the Atari using bB, and I have some primitive ideas worth developing. A three-player game in the vein of Combat, with one "predator" and two "prey" (nothing to do with the actual game, but the titles fit), where the "predator" is stationary and rotates on an axis via Driving Controller and the two "prey" maneuver with Paddle Controllers. The Driving Controller's fire button is used to shoot a projectile, and the Paddle Controller's fire button is used to accelerate. It makes a lot less sense when I write it out, but I assume you get a vague idea. I was wondering if any bB kernels would support this (three characters, one missile), and if the two different controllers could be used in unison. Thanks for your time.

 

-Osborne

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Before I begin, this is not another "Will-you-pretty-please-make-a-game-for-me" request. I'm beginning to understand the limitations of the Atari using bB, and I have some primitive ideas worth developing. A three-player game in the vein of Combat, with one "predator" and two "prey" (nothing to do with the actual game, but the titles fit), where the "predator" is stationary and rotates on an axis via Driving Controller and the two "prey" maneuver with Paddle Controllers. The Driving Controller's fire button is used to shoot a projectile, and the Paddle Controller's fire button is used to accelerate. It makes a lot less sense when I write it out, but I assume you get a vague idea. I was wondering if any bB kernels would support this (three characters, one missile), and if the two different controllers could be used in unison. Thanks for your time.

 

-Osborne

Your combat game idea does sound pretty cool, however there is currently no support for the driving controllers (or paddle controllers), that would require a new kernel. Both joysticks can be used in unison, however. The multisprite kernel would support the three 'characters', actually you can have up to 6 sprites on the screen at once.

 

Steve

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Before I begin, this is not another "Will-you-pretty-please-make-a-game-for-me" request. I'm beginning to understand the limitations of the Atari using bB, and I have some primitive ideas worth developing. A three-player game in the vein of Combat, with one "predator" and two "prey" (nothing to do with the actual game, but the titles fit), where the "predator" is stationary and rotates on an axis via Driving Controller and the two "prey" maneuver with Paddle Controllers. The Driving Controller's fire button is used to shoot a projectile, and the Paddle Controller's fire button is used to accelerate. It makes a lot less sense when I write it out, but I assume you get a vague idea. I was wondering if any bB kernels would support this (three characters, one missile), and if the two different controllers could be used in unison. Thanks for your time.

 

-Osborne

Your combat game idea does sound pretty cool, however there is currently no support for the driving controllers (or paddle controllers), that would require a new kernel. Both joysticks can be used in unison, however. The multisprite kernel would support the three 'characters', actually you can have up to 6 sprites on the screen at once.

 

Steve

Paddle support is planned, but with sacrifices as it requires kernel time. But you can use the left driving controller now with a little routine I wrote. It's not very short or efficient, but I was not able to get the assembly routines written by Thomas Jentzsch to work. This will read the left DC. Until I figure out the problem, you can use this. Just insert this into your program, and place your code after "left" or "right":

 

 temp1=(SWCHA & %00110000)/16
 on last goto d00 d01 d10 d11

d00 on temp1 goto nomove left right nomove
d01 on temp1 goto right nomove nomove left
d11 on temp1 goto nomove right left nomove
d10 on temp1 goto left nomove nomove right

left
 rem DC has been turned left
 goto nomove

right
 rem DC has been turned right

nomove
 last=temp1

It requires one free variable to hold "last" - you choose which one by using dim.

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