jbs30000
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Posts posted by jbs30000
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I put include div_mul.asm before set romsize, and it worked. Thank you very much.
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Also, the game is multi-bank and include div_mul.asm doesn't work.
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I remember from another thread that you sometimes have to sometimes do math a little differently....for example
Misc2=(player1y-24)/18
is giving me an error: div8 0000 ???? (R )
I tried going
Misc2=(player1y-24)/(9*2)
and
Misc2=(player1y-24)/(6*3)
But got the same error. So, how do I fix this? Thank you.
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Yeah, that's what lord_mike was talking about. Kind of a pain in the butt, but at least it works.Opps, my mistake.
It will be even easier when batari does his magic.True. I can't wait to see how it turns out.
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This other post by CurtisP from not too long ago should help
http://www.atariage.com/forums/index.php?s...=playfield+var0
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Add me into the list of people who would love partial screen change. Right now, the only way I've done it is use pfhline or pfvline to "erase" part of the screen (write over an image), then use pfpixel, pfhline, and/or pfvline to draw the new image.
I'm also looking forward to seeing the new and improved bB. Oh oh, I think I'm addicted to writing games for a 25 or 30 year old game system

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OK, I thought it might be something like that. Thank you for satisfying my curiosity.

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Not important, but something that I have been wondering about for a long time.
OK, so for now I'm using Crimson Editor to do my programs (and when I'm done with my QBert program and start a new one, I'll try the visual bB editor).
Anyway, when I compile a multi-bank program I get something like the picture below. Information on the banks appears three times. Why is this? Is this because I'm seeing output from 2600basic.exe, dasm.exe, and one of the other programs involved in building the program into an executable?
ETA - Looking again, it appears to all be from DASM. Is DASM doing 3 passes maybe?
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Thank you. I'm having to re-write the whole program but it still should turn out the same. In the examples I posted I only had one drawscreen. In the new version, I need 2, so that will effect the character movement somewhat, but I'll try to compensate for it.
And Random Terrain, I came up with a compromise for level 2 cubes that are jumped on twice. It won't make the board look like crap, and at the same time there will be no confusion about which cubes were jumped on once, and which cubes are jumped on twice.
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Thank you, but I already have all of those files.
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Thank you. Now that you mention it, I do remember reading about r000 through r127 and w000 through w127, but had completely forgotten until now (I have very crappy memory).
Anyway, this should be a big help. Thanks again.
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Thank you
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Stupid question, but in settings, what do I put for Commands and Dictionary, or do I leave those blank?
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Holy crap, that looks awesome. I'll definitely have to give it a try.
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I'm having to re-write my QBert game, and one way I thought that I could cut down on code is to write to the screen directly.
In the standard kernel var0-47 are used, but I'm using the SuperChip option and const pfres=32 and the vars don't work.
So I'm curious about a few things:
_1) Which memory locations are used?
_2) Do they have names, or do you use their hex address to access them?
_3) If you know the answer to the 2 questions above, could you be able to post an SC memory map similar to what's posted here http://www.atariage.com/forums/index.php?s...p;hl=memory+map ?
Thank you.
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OK, here's an alternate version with the updated level 2. I think it looks better, but since this thread is titled "Give me your honest opinion"......well, go for it

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You can download the program in one of the above posts to see for yourself. All you have to do is jump on all of the squares for 4 rounds and then you'll be at the second level. Kind of boring, but it's the only way.
While a few totally filled in squares doesn't look too bad, the more you fill in, the worse it gets. When the whole pyramid is filled it looks really awful. At least in my opinion.
And I think that there's enough of a difference in the new way I'm thinking of doing it, to tell when you've landed on a square once or twice.
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Thanks again. And actually, I decided on one final change.
I think filling in the top of the cubes completely in level 2 makes the playfield too ugly, so making a change.
In the picture posted, the leftmost side is what I currently have, and the middle is what the cubes will now look like instead when QBert has to jump on a cube twice.
And to the right of that is what a cube looks like when he jumps on a cube once, and then of course, the cube on the very right, is what the cubes look like before QBert lands on them.
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Thank you.
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SECOND TO LAST UPDATE
OK, I have completed everything except for adding other characters.
Here's what I have:
_1) 3 levels with 4 rounds a piece.
____a) On the first level simply jump on all of the blocks once to clear the round.
____b) On the second level, you have to jump on them twice.
____c) You only have to change a square once, but if you jump on it a second time you clear it and have to jump on it again.
_2) On the left, QBert faces that show how many lives you have. If you fall, they disappear. You get 3 lives.
_3) On the right you see which level and round you are playing.
_4) Before each level, there's a little demo, like in the arcade game.
_5) The disks have different y positions on each round, although it's the same for all 3 levels.
_6) For now, when you complete all 3 levels, you start back at level 1 again.
Now, I know that only having the playfield 1 color sucks, but I can't do anything about it. It's OK until the second level. In the real game, you have to change colors twice. Since I can't change colors what I did was, the first time QBert lands on a square, it's partially filled in as normal. The second time, it completely fills in. It isn't pretty, but it works.
Also, there's only 2 disks throughout the game, instead of some rounds having 3 disks like in the arcade and 2600 versions.
Since it only goes to 4 cubes across, and the arcade had 7, I'll make up for it with the following:
_1) Red balls can now chase you up the pyramid, unlike in the arcade where they can only move down.
_2) There will be no randomness. Enemies will aim directly for you, and the beneficial green ball that freezes time will run away from you.
_3) In the arcade and 2600 version, on the second level there's a round where the walls of the cubes disappear. In this game, a round in the second level has the whole pyramid invisible.
_4) You get 3 lives only. No extras.
Well, guess that's it. I won't be posting another update until the other characters are added (and I'll also try to add a "splat" sound when QBert or Coily fall to their doom).
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Fort Apocalypse
Thank you. It's getting easier to work on now and I'm making progress pretty fast. Of course, that's mostly because I haven't added any other characters yet. I'm expecting that to be slightly challenging. But adding a twist is a good idea. I know, maybe once I finish the regular game, I'll make an upside down version. I bet that would take a while to get use to
gambler172
Thank you for the kind words. I'm trying to make it like the arcade version as much as possible. I think the joystick control is different on the 2600 version than on the arcade, so I went with arcade version.
Since there are some limitations with bB, I'll have to try and compensate. For example, since the bottom row is only 4 cubes across instead of 7 like the arcade, each level will be easier to complete. Therefore, I'll have to have the enemies be a little more aggressive to make up for that.
supercat
Yeah, I keep forgetting about different kernels and that they programmed in assembly or machine code, so they could do a lot of tricks.
Oh well, except for the fact that I can't use different playfield pixel colors for the top and sides of the cubes, I still think that my playfield looks better than Parker Bros playfield

E.T.A Oh yeah, almost forgot to ask, do you have a copy of the rom on-line for download? I'm interested in seeing it.
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Crack is not the answer!
It isn't? Well now you tell me
How did they get each section to light up in the Parker Brothers version of Q*bert? That can't all be done with sprites can it?At first I thought that maybe the top part of the cube that QBert lands on was right above or below the walls, so it's possible to use the technique of coloring rows separately like bB's pfcolors does, but upon closer inspection that can't be it because there are clearly pfpixels in the same row but are different colors. Maybe the parts that can change color are missiles?
(The picture below is from the Parker Brothers version)
Oh, and on an unrelated note, here's another update of my version. It now starts out with a demo, just like the arcade...well, not JUST LIKE...but anyway....
Also, I added a sound effect whenever QBert lands on a cube.
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I think it's great that you've been able to do this with bBasic, but your time would be better spent writing something original. The existing Parker Brothers Qbert is good enough.I know it is, but I still want to take a crack at it anyway.
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Wow, it's funny, I set the volume and tone, and then when scroll quickly through the frequencies, I get the same exact sounds of some Atari games. For instance, winning a round of Yar's Revenge it sets the tone to 8 and then quickly cycles through the frequencies. And for....Fast Eddie I think.....or was it Lock 'n Chase....Anyway that's tone 12 and then quickly cycling through the frequencies.
In fact, that's so simple and easy, I kind of feel cheated by the Atari programmers

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Anything else I should do to the memory maps on the bB page?
in batari Basic
Posted
I just a quick question.
$85__player0y
_____objecty
What's objecty?