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jbs30000

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Posts 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.

    post-12524-1209540117_thumb.png


  2. Yes, I'm running XP pro and I have full administrator rights.

     

    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.


  3. 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
    


  4. Have you tried closing VbB and restarting it? The only problem I've had that is similar to this is when I screw up the code of a program with some silly mistake and the bin file can't be found because it didn't compile. If you try it with a .bas file that is error-free that you know is working properly and you still get the error, I don't know what to tell you. If all paths are correct, your program has no errors, and you have that .NET Framework 3.0 stuff on your computer, it should be working.

    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.

    As far as I can tell it's just a problem with your code. Technically it will compile, but it's not going to show anything for a multisprite kernel. This is what I think you want to accomplish.

    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.

    BTW if compilation succeeds it will tell you in the message area on the bottom. From your screenshot I can only see it's started. BTW no need to put quotes around path, I handle that internally. Also since you know Qbert compiles you can create new project and copy the code into a .bas file. If you right click on the .bas file from the explorer you can generate items and it will create all the sprites and playfields that are in the code so you don't have to recreate them from scratch.

    I'm not sure what you mean by putting quotes around the path. And I used the Crimson Editor for QBert.

    Did you save your .bas file before compiling? You don't have "Save open files before compiling" checked in your settings.

    I manually saved everything yes. I also tried checking it in the settings. Still no go.

    As far as I can tell it's just a problem with your code. Technically it will compile, but it's not going to show anything for a multisprite kernel.

    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.


  5. 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.


  6. 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?


  7. One thing I noticed is that the other elements of the game (red ball, green ball, green guy,etc...) come out to frequently. As soon as you kill them or they fall off the screen they reappear and follow the same pattern of going directly after qbert. If you are at the bottom there is no way to evade that red ball. Overall great effort. Are you going to publish the source?

     

    Jeff

    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.


  8. ___________________________________________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


  9. 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.


  10. 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

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