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my lack of programming skills finally revealed!

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I've been telling people about my plan for a Dodgeball game since I joined the forum back in March. I think it's time that I finally showed people something, even if it is still pretty unfunctional.The two balls and missile are there, circled in red just behind the yellow players. Since this pic, I have made the missiles quadwith, but have been unable to figure out how to widen the ball. The orange sprite is also smaller now, and I think pretty close to what I will stick with in the final version. I've also noticed one of the missiles, P1 I think but don't remember for sure now, will switch between one pixel and four. I haven't figured out why it does this yet.Here is the attached source and binary. Remember that in March, I had very limited programming experience of any kind, so be nice. The source is based directly on the demo kernel made available by vdub_bobby in the batari basic section here at AtariAge.funky.zipHere is a list of things I still need to do:1. change two sprites from Player 1 over to Player 0. Position starting point for both teams at edge of screen.2. change ball/missiles to correct size, and re-color them if possible (red of course). If I can't, then I need to find some way of making the ball visible against the playfield, otherwise you might "lose" it in the course of a game.3. change player 1 controls to joystick instead of automated.4. make ball/missiles bounce off walls, slow down, stop, etc.5. allow multiple angle throws, dropping ball, blocking ball (with held ball), and catching ball.6. limit movement of both teams to their own side7. collision detections8. creating a "player out" routine, as well as a "player in" routine9. music (which at this point is beyond me, I may use generic music or see if someone has some they've developed and don't care if I use)10. title screenThere is a lot of other stuff I haven't mentioned, but after a quick glance I think this is all I would *have* to do in order for it to be a cart-worthy 4K game. After that, I could add more stuff on a space-available basis.JDPS- oh, i also need to remove black lines at left edge from sprites.. any feedback is also good :)

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Removing the HMOVE blanks requires some sophisticated programming and even then it is often not possible given the kernel requirements.

 

The best you can do is probably to blank that column always.

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Removing the HMOVE blanks requires some sophisticated programming and even then it is often not possible given the kernel requirements.

 

The best you can do is probably to blank that column always.

Actually, the kernel you are using has already been modified to remove the HMOVE blanks. You can download it here. Well, some of the setup routines for the kernel were also modified so make sure you include those too.

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