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Scott_B

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  1. set romsize 2k set kernel_options player1colors pfcolors player1: %00000000 %00011000 %00100000 %01000000 %01110000 %11101000 %10100000 %11100000 end player0: %11100111 %10100101 %11101111 %01110100 %01101100 %00000100 %00011111 %00000000 end pfcolors: $00 $1E $1E $1E $00 $92 $D6 $1E $40 $C0 $C0 end playfield: ................................ .........................XXXX... .........................XXXX... .........................XXXX... ................................ ...............................X ..............................XX ............................XXXX .........................XXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end set optimization inlinerand set optimization speed COLUBK = $BE player0x=20 player0y=72 COLUP0 = $00 COLUP1 = $04 loop drawscreen AUDF0 = 20 AUDC0 = 3 AUDF0 = 3 if joy0left then player0x=player0x-1 if joy0right then player0x=player0x+1 if joy0up then player0y=player0y-1 if joy0down then player0y=player0y+1 player1x=player0x player1y=player0y-2 goto loop When I compile this, the bicyicle (player0) and the stick figure (player1) are not different colors. WTF?!
  2. It was taken somewhere else in 2004, then it was lost in time (besides of archive.org.). Here's what it was. Sorry for no pictures, I can't help that. taswegian.com/TwoHeaded/Atari2600/GreetingCart/GreetingCart.html
  3. I've seen it happen, but I want to know if there's a program or something that can take an image and convert it to a Atari ROM. For example, there's like a GIF conversion with a swirling spiral somewhere for the 2600.
  4. I'm trying to make a simple game thing in visual bb but noooo In z26 and Stella it's just a black screen. am I stupid or what because I have NO idea gamestart MainLoop player0color: $40 $40 $40 $40 $40 $00 $06 $06 $02 end motorbike player0: %11100000111 %10101110101 %11101000111 %00011101000 %00000101000 %00011010000 %00000010000 %00001111100 %00001000100 end player player1: %000001100 %000001000 %000001000 %000001000 %001110000 %001000000 %011111000 %010100000 %011100000 end pfheights: 8 8 8 8 8 8 8 8 8 8 8 end pfcolors: $9C $9A $8A $88 $74 $72 $C4 $C2 $C0 $00 $00 end playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXX.XXXXX XXXXXXXXXXXXXXXXXXXXXXXXX..XXXXX XXXXXXXXXXXXXXXXXXXXXXXX...XXXXX XXXXXXXXXXXXXXXXXXXXXX.....XXXXX XXXXXXXXXXXXXXXXXXX........XXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end set tv ntsc set kernel multisprite pfscorecolor = $26 set romsize 4k set smartbranching on AUDV0 = 6 AUDC0 = 2 AUDF0 = 7 player0x=0 player0y=0 player1x=player0x player1y=player1x if joy0left then player0x=player0x-1:if player0x<10 then player0x=10 if joy0right then player0x=player0x+1:if player0x>137 then player0x=137 if joy0up then player0y=player0y-1:if player0y<7 then player0y=7 if joy0down then player0y=player0y+1:if player0y>99 then player0y=99 drawscreen goto MainLoop
  5. How do I load this into Extended Basic? Can't figure it out
  6. Also how about save data? I think it would be like Data > Letters/Numbers and you had to write it down, and to put it back in, type what is in the paper
  7. I made a Classic99 "Macro" for it. 2 OLD DSK1.LEGO2.BIN RUN 7 D 2 7 D DJ 7 D D 2 7 D SSSSSS1 D D D D D D SSSSSS8 D3 D D D D D9 SSSSS8 D3 D D D9 SSS8 D3 D9 S0 SSSSV Copy the text, make sure you loaded "LEGO2.BIN" into "DSK1", and do Edit>Copy (don't use DX) Make sure you do this at startup, because that's why " 2" is there and "2" is for loading Extended Basic (must load Extended Basic cartridge too) then "OLD DSK1.LEGO2.BIN" loads it, "RUN" runs it. The rest is for controlling the program. I hope I explained it good enough for most people to understand it Edit: Here is another (It has a border this time, and the other instructions above this text apply.) 2 OLD DSK1.LEGO2.BIN RUN 7 D 2 7 D DJ 7 D D 2 7 D SSSSSS1 D D D D D D SSSSSS8 D3 D D D D D9 SSSSS8 D3 D D D9 SSS8 D3 D9 S0 SSSSZ D D D D D D D D VSSSSSSSSS
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