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jbs30000

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Posts posted by jbs30000


  1. I see what you're getting at, but it's a little more complicated than that.

     

    I guess what I can do is have a counter that, while being counted Mario goes up. If the fire button is being pushed it's y-2, if not it's y-1.


  2. OK, after trying to remain faithful to the original arcade when it came to making the Mario sprite, I gave up. What I have is closer to the other Mario game linked to earlier. It's not great, but it'll do. I also decided not to flicker the screen. His jump while walking needs work, but I'll fix it.

     

    default.bas.bin

     

    But I have a question. This time, and the last time I attempted this game, I got the same complaint. You guys want it so that the longer you hold down the joystick the higher Mario goes. And of course the shorter you hold it the less he jumps. I don't know how to do that. As he's jumping I could see if the button is being pressed, but then he'd jump off of the screen. If any of you know how to do this I'll see about working it into the game.


  3. For instance, I created a brand new project and made a file with only the following:

    data MyData

    1, 2, 3

    end

     

    Here's the output:

    [7/31/2010 4:08:19 PM] saving D:\bB Projects\Super Mario Bros\default.bas succeeded.
    Compile started at 7/31/2010 4:08:19 PM
    Compiling D:\bB Projects\Super Mario Bros\default.bas
    2600 Basic compilation failed!
    LINE -->Microsoft Windows [Version 6.1.7600]
    Copyright (c) 2009 Microsoft Corporation.  All rights reserved.
    
    D:\bB Projects\Super Mario Bros>preprocess <default.bas >9320e285-8ea9-4f2e-92db-c75cde450b1c.tmp
    
    D:\bB Projects\Super Mario Bros>2600basic -i <9320e285-8ea9-4f2e-92db-c75cde450b1c.tmp %bB%
    game
    .L00 ;  data Joel
    
    JMP .skipL00
    Joel
    .byte  1, 2, 3
    
    .skipL00
    
    D:\bB Projects\Super Mario Bros>@exit
    
    Post compilation files deleted
    [7/31/2010 4:09:33 PM] saving D:\bB Projects\Super Mario Bros\default.bas succeeded.
    

    I can confirm that set of steps works for me. Are you using the MiniGW build?

     

    -Jeff

    Yes. Everything else works just fine. So far only data causes an error.


  4. I just noticed that when the options are set to

    Add bB Environment Variable

    Add bB Compiler to system Path

     

    The output is

     

    Environment variable dB=C:\Atari2600\bB

    Environment variable Path=C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0\;c:\Program Files (x86)\Microsoft SQL Server\90\Tools\binn\;bB;C:\Program Files (x86)\QuickTime Alternative\QTSystem;C:\Atari2600\bB

     

    Bolding mine. It uses the variable dB, and then puts bB into the path.

    Good catch, hard for the eye to see that one. The environment variable is set correctly. Appears to just be a typo on my part for the notification. Thanks for letting me know.

     

    -Jeff

    No problem. Glad to help.


  5. I just noticed that when the options are set to

    Add bB Environment Variable

    Add bB Compiler to system Path

     

    The output is

     

    Environment variable dB=C:\Atari2600\bB

    Environment variable Path=C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0\;c:\Program Files (x86)\Microsoft SQL Server\90\Tools\binn\;bB;C:\Program Files (x86)\QuickTime Alternative\QTSystem;C:\Atari2600\bB

     

    Bolding mine. It uses the variable dB, and then puts bB into the path.


  6. For instance, I created a brand new project and made a file with only the following:

    data MyData

    1, 2, 3

    end

     

    Here's the output:

    [7/31/2010 4:08:19 PM] saving D:\bB Projects\Super Mario Bros\default.bas succeeded.
    Compile started at 7/31/2010 4:08:19 PM
    Compiling D:\bB Projects\Super Mario Bros\default.bas
    2600 Basic compilation failed!
    LINE -->Microsoft Windows [Version 6.1.7600]
    Copyright (c) 2009 Microsoft Corporation.  All rights reserved.
    
    D:\bB Projects\Super Mario Bros>preprocess <default.bas >9320e285-8ea9-4f2e-92db-c75cde450b1c.tmp
    
    D:\bB Projects\Super Mario Bros>2600basic -i <9320e285-8ea9-4f2e-92db-c75cde450b1c.tmp %bB%
    game
    .L00 ;  data Joel
    
    JMP .skipL00
    Joel
    .byte  1, 2, 3
    
    .skipL00
    
    D:\bB Projects\Super Mario Bros>@exit
    
    Post compilation files deleted
    [7/31/2010 4:09:33 PM] saving D:\bB Projects\Super Mario Bros\default.bas succeeded.
    


  7. Actually you can do that. I've done it a few times. It works.

    What's the point of doing it, even if you can get away with it? It's not like you can assign a specific alias that only works for that bit. You can do this:

     

       dim Hero_Shot = a
      dim Hero_Thrust = a
      dim Hero_Crash = a
      dim Hero_Shield = a
      dim Enemy_Shot = a
      dim Enemy_Thrust = a
      dim Enemy_Crash = a
      dim Enemy_Shield = a
    
      Hero_Shot{0} = 0
      Hero_Thrust{1} = 0
      Hero_Crash{2} = 1
      Hero_Shield{3} = 0
      Enemy_Shot{4} = 0
      Enemy_Thrust{5} = 0
      Enemy_Crash{6} = 0
      Enemy_Shield{7} = 0
    

    The point is that it already exists. And there is no right or wrong way to do it. If you want to do it your way, cool. I like the other way. No big deal.


  8. I know this may sound silly, but if you have a program with a data statement in it could you tell me if it compiles? I have all the files that let you use bB with Windows 7, but I just discovered that data gives a compile error. I just want to find out if it's me or a problem with running bB on Windows 7. Thank you.


  9. I can't use a constant with a bit variable. For instance, if I used:

     

    def MyVar=a{0}

    const One=1

     

    I could do MyVar=1 but not MyVar=One. If I tried the second one the compiler would give me an error.

     

    If it's possible it would be nice to be able to use constants with bit defs. Thank you.


  10. It looks like you're using both player0 and player1 sprites to create a multi-colored Mario. I'm curious as to how 'yer gonna include enemy sprites with both players used (if that's your technique)

    Yes I am. Enemies will have to be players 0 and 1 drawn in different positions and collisions will have to be determined by coordinates. And of course drawing the players in two different locations will cause them to flicker with the screen.


  11. A while ago I was working on a bB Super Mario Bros game. It wasn't too bad, but I hadn't gotten very far because the more I worked on it the harder it was to make it, and then about a month ago my hard drive died, and like an idiot I didn't back up everything. So I'm starting over. So far all I have is Mario on the title screen. You can walk him back and forth and make him jump.

     

    Does the flicker seem like too much of a problem?

     

    default.bas.bin


  12. I need a little help. I'm starting a game for the first time in a long time. I have this at the top of the basic file

     

    include div_mul.asm

    set kernel_options playercolors player1colors pfcolors

    set kernel_options no_blank_lines

    set romsize 32kSC

    const pfres=32

    set smartbranching on

     

    Yet, when I try to use pfcolors: for my playfield I get an error message.


  13. Yeah, in another thread where someone was trying to make an ET character and saw that the ET from the original game was shorter here

     

    Batari posts

    The player is taller because bB actually uses double-height pixels for the player objects, while ET uses single-height pixels. The double-height pixels were used because it gives more time in the kernel for features such as the asymmetric playfield (which ET lacks.)


  14. I'm just curious if anybody has any idea of when the next version of bB will be coming out.

     

    I know that Batari and others have this thing called "real life" which gets in the way of working on a new kernel :D so it'll probably be a while, but I'm just curious if anyone has an estimate. Thanks.


  15. No important info here, I'm just venting a little.

     

    I was working on a bB version of the Journey arcade game. Granted, I didn't have much, but I had a cool graphic of the head on the "Frontiers" album that's on the arcade game. It was two images flickering together to make one. I even had the main screen with the five planets for each player, and was working on the Steve Smith drum game. Then a couple of days ago my hard drive died on me. I bought a new one but was unable to copy anything from the dead drive. So it's gone. I don't even have a backup :dunce:.


  16. Yeah, I'm getting the same thing. Some programs compile fine now, but one I'm working on also gives the pfwidth 0000 ???? error too.

     

    I'm glad this time the problems I'm experiencing aren't just me.

    Luckily I still have a 32-bit Vista machine that I can use with the older compiler, but I wanted to move this over to my newer 64-bit Windows 7 laptop. Hopefully batari will see this thread is active again and take a 2nd look. Seems like a common code bug because it happens in the java-based compiler as well.

     

    -Jeff

    Luckily I have another computer that has bB on it and it runs just fine, but it would be nice for it to work on my Windows 7 PC. It's funny though, because I'm running the 32 bit version so I don't think it's a 64 bit problem, I think it's just a Windows 7 problem, regardless of whether it's the 64 bit or the 32 bit version.

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