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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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  1. The latest information I have is that the Penult cart is at least not yet supported on the 2600+, but I have asked to see if there is any updated information on that.
  2. Hi @Albert and @Ben from Plaion - I have another person asking me if the Penult cartridge will work with the 2600+. Did this cart get sent over, and has DFSC bankswitching support been added? Also relevant is whether or not AtatiVox/SaveKey support is working or likely to work in the future, as the game all but requires it. Thanks in advance for any updated info!
  3. Is there a TL;DR description of what changes to the original game are in this hack?
  4. I think what you are trying to make already exists, unless I am misunderstanding something. I don't think any 2600 games have been made to take advantage of it, though: https://stoneagegamer.com/mega7800-controller-adapter-for-atari-7800-retrohq.html
  5. In this case, you were loading from memory address 10 instead of the literal number 10. The fact that it loaded 16 from that address is coincidence rather than a decimal vs hex issue. DASM doesn't really distinguish between constants and variables; both are labels that are assigned a value. The only thing that distiguishes how it is treated is the "#" for a literal number, or its absence for a memory address. Forgetting to put "#" before numbers or constants when loading them is a common pitfall.
  6. JFYI, the "#" is to distinguish loading a literal number value from loading from a memory address. The number supplied after the "#" defaults to decimal. If you want to load a hex number, you would use a "$" after the "#", e.g.: lda #$57
  7. 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
  8. I'm just happy that nobody has beaten my high score yet!
  9. 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.
  10. 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.
  11. 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.
  12. 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]
  13. 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.
  14. 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
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