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Random Terrain

Member Since 23 Apr 2001
ONLINE Last Active Today, 7:17 PM

Topics I've Started

Did you get the game "Off The Wall" in 1989?

Today, 4:42 PM

Computer Entertainer claimed that Off The Wall was supposed to be released in the fourth quarter of 1989. Atari's sales activity for 01/01/89 - 01/01/90 shows that 4,968 units were sold. That proves the game was sold in 1989, but since the number is so low, there is a good chance that it was released in December of 1989. Does anyone have a problem with me sticking it in December of 1989 as a Desperate Super Extreme Best Guess?







Video Game Update and Computer Entertainer Newsletter

Today, 4:55 AM

Videogamemags.com says that July 1990 was the date of the last issue. As some people know, archive.org has 1982 through 1989. Archive.org also has the January 1990 issue, but there is barely a mention of the Atari 2600 in it, so the rest of the issues might be devoid of any yummy Atari 2600 goodness. Still, if anyone has the rest of the newsletters, please scan them in, even if they lack Atari 2600 information. Other console/computer users will be interested.



Will you use bB, SpiceC, or both?

Thu Feb 22, 2018 11:10 AM

In case you don't know, SpiceC will allow C programmers to make Atari 2600 games. I don't know anything about C programming, so I'll have to keep using batari Basic. [Update: maybe not if the concepts are the same.]

Is There a pfpixel Hack for the Multisprite Kernel?

Sat Dec 30, 2017 12:53 PM

Since we have pfread, is there a way to make bB handle pfpixel, so no matter which side you're trying to place it, the pixel will automatically appear on both sides? I'm trying to convert sprite coordinates to use with pfread, but I can't get the numbers right unless I have pfpixel to show me what I'm doing right or wrong.
For example, mix it with Superchip RAM so the playfield can be in RAM, then add a special version of pfpixel that will automatically convert any numbers past the side that doesn't exist to the side that does exist. 16 would be converted to 0, 17 would be converted to 1, 18 would be converted to 2 and so on.
The programmer would use the numbers in the first line below with this special Superchip Multisprite version of pfpixel, and bB would convert the numbers to look like the second line:

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 0  1  2  3  4  5  6  7  8  9  10 11 12 13 14 15


A Reminder About Variable Aliases (DIMs)

Tue Dec 19, 2017 6:44 AM

If you think you'll ever want anyone to help with your code, be sure to have an alias for every variable that is used in your program (using dim). Your aliases should be near the beginning of your code (so they will be easy to find) and the list should be in alphabetical order (so it will be easy to see how many variables are free to use).



dim _Broomstick = a
dim _Flying_Monkey = b
dim _Auntie_Em = c
dim _Scarecrow_Dance = d

When every variable has an alias and all aliases are near the beginning of your program in an alphabetical list, you (and anyone else that might have to read your code) will be able to easily see the variables you are using and which variables are free to use. Please do not sprinkle DIMs throughout your code. Keep them all together in an alphabetical list near the beginning of your program.

Speaking of aliases, I put one underscore in front of variable aliases and two underscores in front of labels. Then I don't have to worry if I'm using a bB keyword by mistake and I'll never have to worry if a label has the same name as a variable alias.