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jbs30000

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Posts posted by jbs30000


  1. :?: Room 2 is different than the picture. I have arrows shooting across the screen I have to go above or below.

    post-12524-126196186561_thumb.png

     

    The arrows will appear after you have taken the treasure. Now you have to leave the room on the right side (open the door )

    Oh, so I haven't even make it to room 2 yet. I see.


  2. Pretty good, except I can't get past the second level because the player gets stuck too walls too easy, making it impossible to not get hit twice.

    Stage 2 is not finished yet ;) - or do you mean room 2? Then I have to work on the collision-detection

    Stage, room, whatever :D. Anyway, after what I posted I tried again and was able to get further, but still couldn't win the round...but it just might be me. The next people to post here might say they can get to room three just fine.


  3. This code

    set romsize 32kSC
    const pfres=32
    set kernel_options pfcolors no_blank_lines
    set smartbranching on
    
    Game_Start rem Go here when the game first starts or when reset is hit
    
    gosub Main_Screen bank4
    My_Loop
    drawscreen
    goto My_Loop
    
    Main_Screen rem The screen displayed when the game is not being played
    pfcolors:
    $AC
    $38
    $38
    $38
    $38
    $38
    $AC
    $AC
    $AC
    $AC
    $AC
    $AC
    $AC
    $AC
    $AC
    $AC
    $AC
    $AC
    $AC
    $AC
    $AC
    $AC
    $AC
    $AC
    $1E
    $1E
    $1E
    $1E
    $AC
    $AC
    $AC
    $AC
    end
    playfield:
    ..........XXXXXXXXXXX...........
    ...X.XXX.....X.XXX..XX..X.XXXX.X
    ...X....X....X....X...X.X......X
    ...X.X..X.X..X.XXX..X.X.X.XX.X.X
    X..X.X..X.X..X.X..X.X.X.X.X...X.
    .XX...XX...XX..X..X.X.XX..XX..X.
    ..X.XXXX...XXXXXXXXX...XXXX..X..
    .X..XXX...XXXX...XXXX...XXXX..X.
    X..XXXX...XXXXXXXXXXX...XXXXX..X
    X..XXXX....XXXXXXXXX....XXXXX..X
    X..XXXXX....XXXXXXX....XXXXX...X
    .X..XXXXXXXX.......XXXXXXXX...X.
    ..X..XXXX...X.....X...XXXX...X..
    .X.X.X..XXXXXX...XXXXXX.X...X.X.
    X...X.X..XXXXX...XXXXX..X..X...X
    .X...X.X.XXXX.....XXXX.X..X...X.
    X.XXX..X.XXXXX...XXXXX.X...XXX.X
    X..X...X.XXXXXXXXXXXXX.X..X.X..X
    .XX.X..X..XXXXX.XXXXX..X..X.XXX.
    .XX.X...X..XXX...XXX..X...X.X.X.
    .X.X.X...XXX..XXX..XXX..XX.X..X.
    .X..X.XXXX..XXXXXXX..XXX..X...X.
    ..XX.XXX...............XXX.XXX..
    ....XXXXXXXXXXXXXXXXXXXXXXX.....
    ....X.XXXX.XXX...XXX.XXXX.X.....
    ...XXX.XX.X...XXX...X.XX.XXX....
    ..XXXXX.XX.XXX...XXX.XX.XXXXX...
    .XXXXXXXXXXXXXXXXXXXXXXXXXXXXX..
    ...............................X
    X......................XXX....XX
    XX...XXXXXX.X......XXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    end
    return
    

    Gives me this error

    --- Unresolved Symbol List
    pfwidth                  0000 ????         (R )
    
    Fatal assembly error: Source is not resolvable.
    2600 Basic compilation Failed!
    

    What am I doing wrong?


  4. If you made Visual bB using Visual studio (or just Visual Basic, or Visual C++, or Visual whatever) how did you make the sprite and playfield editors? Or more specifically, what control did you use for the grid the images are drawn on?

     

    I'm trying to make something for bB, but don't worry, it's not a sprite or playfield editor. My program would spit out data statements.

    It's the DataGridViewControl.

     

    -Jeff

    OK, I thought it might be something like that. Thank you very much.

    No problem, PM me if you have trouble understanding the events.

     

    -Jeff

    Using Google I see that within the cellclick event that e.ColumnIndex and e.RowIndex will tell me which cell was clicked, but I still need to look up how to select a cell to change its background color.


  5. If you made Visual bB using Visual studio (or just Visual Basic, or Visual C++, or Visual whatever) how did you make the sprite and playfield editors? Or more specifically, what control did you use for the grid the images are drawn on?

     

    I'm trying to make something for bB, but don't worry, it's not a sprite or playfield editor. My program would spit out data statements.

    It's the DataGridViewControl.

     

    -Jeff

    OK, I thought it might be something like that. Thank you very much.


  6. If you made Visual bB using Visual studio (or just Visual Basic, or Visual C++, or Visual whatever) how did you make the sprite and playfield editors? Or more specifically, what control did you use for the grid the images are drawn on?

     

    I'm trying to make something for bB, but don't worry, it's not a sprite or playfield editor. My program would spit out data statements.


  7. I know I'm posting a lot and probably being a little annoying, so I'll just say this one last thing.

     

    I played around with different files to see if I could pinpoint the problem. I put all the old files back, tried compatibility mode which didn't work, and then put back the minGW files and low and behold everything works fine now. Or at the very least data statements don't cause an error.

     

    I'm not sure what the problem was, and the only thing I did was replace the minGW files with SeaGtGruff's files, and then replaced those with the minGW files again.


  8. I am trying to implement a level selection in my current game, and am not quite sure how to do it. I tried making an array like "data tColumn0Level0", and then I wasn't sure how to assign a variable like a pointer to it.

     

    I am on my phone, so I did minimal searching but it's really slow to find info

    tColumn0Level0 is the pointer.

     

    This should have the information you're looking for Click Here

     

    I read that, and couldn't find what I was looking for. Here is what I want to do:

     

    dim currentLevel = a
    dim selectedLevelIndex = b
    
    data tColumn0Level0
    some data for the first level
    end
    
    data tColumn0Level1
    some data for the second level
    end
    
    if selectedLevelIndex = 0 then currentLevel = tColumn0Level0
    if selectedLevelIndex = 1 then currentLevel = tColumn0Level1
    
    rem fill in the playfield with the level data
    var25 = currentLevel[index]
    var29 = currentLevel[index+1]
    var33 = currentLevel[index+2]
    

     

    Is there any way to do something like that?

    I see what you're saying and I don't think you can. I assume you tried the code and it didn't work. If so, then there's your answer I'm afraid.


  9. When I said I couldn't run bB in Windows 7 you gave me some different files. They seemed to work at first, but now I'm getting weird errors. For example, I get an error message if I attempt to use a data statement. Here's code for an example program, and here's the error:

    dim Test=a
    
    data MyData
    0
    end
    

    Here's the error:

    ---------- Capture Output ----------
    > "C:\Atari2600\bB\2600bas.bat" C:\Atari2600\bB\samples\Test.bas
    batari Basic v1.01 (C)2005-2007
    (5): Error: Unknown keyword: B
    
    Compilation failed.
    
    > Terminated with exit code 0.
    

    Do you have any idea of what's going on?


  10. I am trying to implement a level selection in my current game, and am not quite sure how to do it. I tried making an array like "data tColumn0Level0", and then I wasn't sure how to assign a variable like a pointer to it.

     

    I am on my phone, so I did minimal searching but it's really slow to find info

    tColumn0Level0 is the pointer.

     

    This should have the information you're looking for Click Here


  11. I realize you got it working finally using the build that batari posted, but is this supposed to be the code from the .asm file I asked about? It looks to me like a plain batari Basic program. The batari Basic compiler creates a .asm version of the program that translates all of the batari Basic statements into the necessary 6502 assembly code, which is then assembled (along with all of the necessary include files) by DASM. The error message from DASM was saying that there was an unknown mnemonic on line 1 in the draw.bas.asm file, so I was curious what line 1 of the draw.bas.asm file looked like. I don't know what the batari Basic compiler put on line 1 of the .asm file, but DASM couldn't understand it.

     

    Michael

    Oops, I misunderstood you. Anywayway, Batari has it right. I went ahead and tried one last thing before trying Batari's files. I cut and pasted the first line from the 2600bas.bat file, substituting sample.bas for %1%. The commands ran sample.bas through the precompiler and then the compiler and stored the result in bB.asm. Looking at bB.asm it says that 2600basic.exe couldn't be executed.


  12. Most bB builds will not work under any 64-bit version of Windows. The problem was with the compiler. I posted a build that was compiled with minGW, and that should work with them. You can try the minGW build here:

     

    http://www.atariage.com/forums/index.php?app=core&module=attach&section=attach&attach_rel_module=post&attach_id=130754

    I went ahead and tried those files even though my OS is 32 bit, and they work. Thank you very much. :thumbsup:


  13. Nope, there isn't.

    include div_mul.asm
    set kernel_options no_blank_lines
    set romsize 8kSC
    set smartbranching on
    const pfres=32
    pfclear
    player0x=10:player0y=7
    player0:
    %11000000
    %01100000
    110001
    011011
    001111
    011111
    111111
    end
    gameloop
    COLUP0=15
    COLUPF=203
    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
    skipjoy
    if joy0fire then gosub plot
    drawscreen
    goto gameloop
    plot
    rem convert player position to playfield pixel
    rem divide by 3 vertically
    g=(player0y-7)/3
    h=(player0x-10)/4
    if g=i && j=h then return
    i=g:j=h
    pfpixel h g flip
    return
    


  14. After upgrading to XP Pro I had to run bB in a virtual environment because I couldn't compile any programs. The virtual PC was operating under VISTA.

     

    I just upgraded my computer (physical computer, not the virtual one) to Windows 7 Professional, so I downloaded the bB files from the bB homepage, plus the updated files from SeaGtGruff. I then downloaded Visual bB, set up the paths, tried a couple of sample programs (Draw and Zombie Chase), tried to compile them, and for each one got this error:

     

    DASM V2.20.07, Macro Assembler ©1988-2003

    draw.bas.asm (1): error: Unknown Mnemonic 'execute'.

    Complete.

    2600 Basic compilation Failed!

     

    I'm guessing that this is a problem with my computer and nothing's wrong with Windows, bB, or Visual bB, right? :sad:

    Do you get the same result if you just try to compile using the batch file outside of VbB? I haven't upgrade to Windows 7 yet to test myself.

     

    -Jeff

    Happens under Crimson Editor too. Well, at the very least I have my virtual environment.


  15. After upgrading to XP Pro I had to run bB in a virtual environment because I couldn't compile any programs. The virtual PC was operating under VISTA.

     

    I just upgraded my computer (physical computer, not the virtual one) to Windows 7 Professional, so I downloaded the bB files from the bB homepage, plus the updated files from SeaGtGruff. I then downloaded Visual bB, set up the paths, tried a couple of sample programs (Draw and Zombie Chase), tried to compile them, and for each one got this error:

     

    DASM V2.20.07, Macro Assembler ©1988-2003

    draw.bas.asm (1): error: Unknown Mnemonic 'execute'.

    Complete.

    2600 Basic compilation Failed!

     

    I'm guessing that this is a problem with my computer and nothing's wrong with Windows, bB, or Visual bB, right? :sad:

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