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Karl G

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Karl G last won the day on February 10 2022

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About Karl G

  • Birthday 09/17/1973

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    Indianapolis, IN

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Community Answers

  1. This is the one that I use. I don't know how it compares to any others, but it's cheap and gets the job done: https://www.amazon.com/gp/product/B07L931SB5/ref=ppx_yo_dt_b_search_asin_title?ie=UTF8&psc=1
  2. I'm just happy that nobody has beaten my high score yet!
  3. This isn't one I played BITD, but the look and feel is fantastic! Great sprites, animations, sound and explosion effects! I'm afraid that you are going to have to finish this one. Sorry... I don't make the rules.
  4. I'm wondering if the deep discounts are because the product isn't doing well? It's surprising to see it discounted that much so soon after launch.
  5. In that case, you may need another data table to store CTRLPF and/or ballheight values for each pose as well. A little more complicated, but still quite doable.
  6. Assuming that you are talking about bB without a custom kernel, you might not need to vary the width of the ball at all. If the ball object is drawn under the sprite, then the varying lengths could be handled by positioning alone, having some of it obscured under the player sprite to have different lengths extending from your player sprite (which also gives finer-grained control of the length). If you do it this way, you could have two data tables, e.g. ball_offset_x and ball_offset_y, containing values that are added to e.g. the player0x and player0y coordinates to get the values that should go into ballx and bally for each pose. e.g. ballx = player0x + ball_offset_x[PoseNumber]
  7. That's how I do it for assembly projects as well, but batari Basic doesn't have conditional compilation like that. It's possible to do it with inline assembly, though.
  8. Okay, this is a very simple example of how I do PAL vs NTSC colors in a bB project. I use descriptive color names like "mountain_color" and "flower_color", and use these contants in my code instead of setting colors by number. At the top I have two sets of these constants with the same names: one set for NTSC colors, and one set for PAL colors. I uncomment the version I am compiling for, and comment the other set. In the code below, the NTSC color constants are uncommented, and the PAL ones are commented, so it will build with NTSC colors. If you reverse those, then it will compile with PAL colors. palntsc.bas
  9. That was what the OP was referencing in the first post. Those constants are defined but not used in the code, however.
  10. I see that you defined all of these constants, but I don't see anywhere where you make use of them in your code. I don't think this is probably the easiest approach to making a pal60 version, anyway. A better approach might be to use two sets of constants with color names, one for NTSC, and one for PAL60. When compiling, comment out the set that you aren't using to compile the appropriate version. Let me know if you would like an example.
  11. I'm quite happy to see that this is likely moving towards a release as well! It is an excellent port, and the level editor makes it that much better.
  12. Karl G

    Space Game

    Spiceware's SFX driver is handy when you have a game with a lot of sound effects that can all happen at the same time, as it chooses which channel to play a sound, and has a sound priority system to determine what sounds should take precedence if there are more to be played than there are available channels. It is an assembly module, and the data is changed in the module itself rather than through bB data tables. While this driver is perfect for its purpose, it might be more than you need for your first project while you are still learning. I would recommend looking at the sound section of the bB manual, and looking at the sample code there to get an idea of how sound works as a starting point. I also find it handy to use the "all sounds" section of the bB sound and music page to get an idea of what channels and frequencies make what sounds.
  13. Karl G

    Space Game

    Hi @alfredtdk - I am moving discussion of Space Game over to here to not clutter up the Asteroids Attack topic. To answer your question though, most of the game was made with batari Basic standard kernel. The between levels sequences where you dodge the asteroids is done in assembly, though. Also, thank you for the compliments!
  14. It is not working, unfortunately. I sent you an email, assuming that I found the correct email address for you.
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