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jbs30000

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Everything posted by jbs30000

  1. One thing that would help is using less pixels. I mean, it looks like you're using more pixels in between the blank spots than the other sprite. I played around on a sprite editor, and even though it's not exactly right (especially the feet), I bet it isn't as tall as yours.
  2. Thank you very much. I did promise to release the source code though, so I'll do that. I was making a text document with notes on the routines and what they do, in case any of them are confusing, but I'm scratching that. If anybody has any questions just ask me and I'll explain. QBert.bas
  3. I recreated your directory structure just to make sure and items compile fine. I'm not sure what's going on in your case. I may try it on my XP machine and see if it works differently. Sorry, Jeff That's OK, like any computer problem I have, hardware or software, it's most likely something very small, and very simple that I'm overlooking.
  4. Thanks. I know it can be difficult to play at times, so soon I'll release the source so people can make it a bit easier for themselves if they want.
  5. Yes, I'm running XP pro and I have full administrator rights. Directory of C:\Program Files\Atari2600\bB 03/27/2008 09:54 PM <DIR> . 03/27/2008 09:54 PM <DIR> .. 02/09/2007 01:32 AM 1,448 2600bas.bat 05/26/2007 10:01 PM 152,251 2600basic.exe 04/27/2008 01:02 PM 231 2600basic_variable_redefs.h 04/27/2008 01:02 PM 28,293 bB.asm 07/16/2003 12:03 AM 114,688 dasm.exe 04/20/2008 10:07 PM <DIR> includes 04/27/2008 01:02 PM 148 includes.bB 02/14/2007 04:03 AM 1,594 license.txt 03/27/2008 09:25 PM <DIR> manual 02/14/2007 04:16 AM 91,396 optimize.exe 02/14/2007 04:16 AM 93,933 postprocess.exe 02/14/2007 04:16 AM 94,719 preprocess.exe 02/14/2007 04:03 AM 16,218 README.txt 04/27/2008 01:02 PM <DIR> samples 03/27/2008 09:25 PM <DIR> sed 04/14/2003 01:00 AM 49,152 sed.exe 03/27/2008 09:25 PM <DIR> source 12 File(s) 644,071 bytes 7 Dir(s) 118,129,889,280 bytes free Here is the contents of the folder holding my test program Directory of C:\Program Files\Atari2600\bB\samples\VbB Project 1\New Project 04/26/2008 04:09 PM <DIR> . 04/26/2008 04:09 PM <DIR> .. 04/27/2008 11:45 AM 10,966 default.bas 04/26/2008 06:32 PM 403 default.pla 04/26/2008 04:09 PM 126 default.spr 3 File(s) 11,495 bytes 2 Dir(s) 118,129,819,648 bytes free
  6. Still can't find the binary. I'm not even sure it creates one. Just curious, why does Crimson Editor you have use 2600bas.bat, but the instructions for the visual IDE have you point to 2600basic.exe directly?
  7. Yes, I restarted the program. The path files are correct, and when I clicked the link provided for .NET Framework 3.0, after downloading, when I tried to install it, it said it detected that I already had it and refused to install. Technically I was just trying to see if that would run, and then if it did I would write real programs on the VbB editor. Oh, and if it's not to late to add it, the bB editor has a Multisprite Playfield Editor that produces playfield code that's 16 bits across. In the VbB editor I clicked on the Mirrored Playfield button, but when I right clicked and chose Grab Playfield ->Pixels it still gave me the full 32 bits. Maybe you could add a way to only grab the first 16 bits across. I'm not sure what you mean by putting quotes around the path. And I used the Crimson Editor for QBert. I manually saved everything yes. I also tried checking it in the settings. Still no go. Good catch! With the multisprite kernel, the "playfield:" statement uses only 16 "." and/or "X" characters across, because the playfield isn't asymmetric. Michael Yeah, like I said, it's funny that I'm writing a program using the multisprite kernel and know it's only 16 bits across but failed to miss my mistake here. Anyway, fixing the code doesn't work either.
  8. Nope, still no go. Oh well, no problem, Crimson Editor works just fine.
  9. Good catch. I fixed that, but still got the same errors. Anyway, since everybody wants to see the code, here it is: rem batari Basic Program rem Created 4/26/2008 4:09:39 PM by Visual bB Version 1.0.0.526 set kernel multisprite El playfield: ...............XX............... ................................ ..............XXXX.............. ................................ .............XXXXXX............. ................................ ............XXXXXXXX............ ................................ ...........XXXXXXXXXX........... ................................ ..........XXXXXXXXXXXX.......... end drawscreen playfield: ................................ ..............XXXX.............. ................................ .............XXXXXX............. ................................ ............XXXXXXXX............ ................................ ...........XXXXXXXXXX........... ................................ ..........XXXXXXXXXXXX.......... ................................ end drawscreen goto El ETA - The code in the IDE is indented, even though it doesn't show in this post.
  10. Oh, and shutting down gets me the error below.
  11. It's not really a program. I just wrote some code to test out this new IDE. Sorry about the bottom, I wasn't thinking. Here's what it looks like when I compile, and then, when I try to run it.
  12. OK, something's not right. I started a new project. I had it include the default sprite and default playfield. I made a couple of playfields and put the code into default.bas. With the default.bas screen showing I go to the Build menu and click Compile. Nothing happens. Right clicking default.bas in the Project Explorer window doesn't do anything either. The path to 2600basic.exe is in the bB Compiler part of Settings. What do I need to do?
  13. I probably will release the source code, but I'll want to make notes for the code first. The program started out neat and orderly, but for various reasons didn't stay that way. It still is better than my Tron game source code though. As for the red ball and the others, I might be able to do something, I don't know though. I've been thinking about seeing if I can get them to fall to the left sometimes, and to the right others, instead of them always falling to the right.
  14. ___________________________________________HERE'S THE GAME___________________________________________ I'm thinking of making a couple of improvements in the future, but for now, the game is complete. I fixed the little mistakes that were in there and added the following: 1) When QBert or Coily fall to the bottom of the screen, there's a "thud" sound effect. 2) When a round first starts, there's a brief pause. I did this because I found that if I accidentally jump off of a bottom cube, then when Qbert reappear at the top, he sometimes jumps off of the top too, and giving the game a brief pause where it can't read the joystick seems to help. 3) The game is harder than I thought, so QBert starts with 9 lives instead of 3. I did this because I had a hard time thinking of how to make the game award extra lives at certain scores. If 9 lives isn't enough I can make it start with more. 4) Pressing the Reset button puts you back to the Animation that plays when the game is first started, or after you lose all your lives. Well, there's probably more but that's all I can think of. Let me know if you find any bugs and I'll fix them. QBert.bas.bin
  15. Actually, I completely forgot about the Atari Basic Programming cartridge. It had text. http://upload.wikimedia.org/wikipedia/en/b...programming.png
  16. OK, it's done. You can start the game with the reset button or fire button on the joystick. Also, the game is closer to the arcade now in that the purple ball and the second sprite drop from the top of the screen instead of just appearing on a cube. This makes the game look a lot nicer too. I've completed two out of the four sprites that are in the game besides Qbert and Coily. If you're familiar with the game, you can skip the rest of this as it just goes over the other sprites in the game besides QBert. I'll Skip the sprite you're most familiar with and is on every round, Coily, the purple ball who hatches into a snake. To make my game closer to the original however, I will say that when you jump on a disk and he plunges to his doom, you get 500 points. Round 1 - Red ball - Chases Qbert. Can only move down. Round 2 - Sam - Un-fills cubes you landed on. If you touch him he disappears and you get 300 points. In the arcade game there is also Slick who does the same thing, but I didn't put him in. Round 3 - WrongWay - Chases Qbert - He starts out at the bottom of the pyramid and moves upwards. He also jumps from the side of one cube to another, instead of from the top of one cube to another. In the arcade game he is paired with Ugg who also starts at the bottom and jumps from side to side, although he does it slightly differently than WrongWay. WrongWay was hard enough to make a sprite for (and what I did isn't all that great) and Ugg would be impossible, so Ugg isn't in the game. Round 4 - Green ball. Freezes the game for a few seconds. Qbert can jump and change cubes but enemies don't move, and if he touches an enemy then nothing happens.
  17. I don't think the 2600 has text built in. You have to use sprites or playfield pixels to create letters and numbers.
  18. First off, pretty cool remote midnight8 Second, even though I don't think releasing it on a cartridge is a good idea (copyright infringement and all) I'll go ahead and change it from the reset button to the fire button.
  19. What's wrong with starting the game with the Reset button?
  20. This was titled OK, I lied. One More update, but I changed the title because I have posted the completed game now. I said I wasn't going to post any more updates until I was finished with my QBert game, but after re-writing the code, from scratch (literally) over and over again (something like 5 times or so), and getting this far, I just had to post an update. Coily is now in the game. I made him move half as slow as QBert because since the pyramid is smaller than the arcade or 2600 version, Coily could catch up to QBert very quickly when he moved at full speed. He still can cause problems at his slow speed though, and when I'm finished with the game there will usually be 2 enemies on the screen, so that will make things harder still. QBAlt.bas.bin
  21. So batari thought you were asking about the corresponding number, but you want to know what objecty does, what it means, what it's for? You might want to put more info in your question so he'll know exactly what you're asking. Yes, exactly, all of those things What is it and how is it used?
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