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Everything posted by CurtisP
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That one works better. No codes, just numbers for the score. Sweet, I ran it on my Supercharger and got the same results. How do you all like those cool multcoloered sprites? Does anyone have a lightgun, I thought that might be a cool option...
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Ok. I added some BCD conversion code. Can you try ot again, and let me know if you still get the BCD? Silhouette.bas.bin
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What emulator were you using. I've been testing in Stella all along and never got Hex Characters in my score. I got out my Supercharger tonight and loaded up the game (from MP3 player of all things) and the game runs flawlessly, except the score was showing as hex codes there too... Ok, I checked the manual and I'm not adding a BCD compliant number to score. But I wonder why Stella didn't show the problem?
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It does speed up, but only by a 60th of a second each level (set of buildings), which basically gives you 90 levels, since it starts out at one and a half seconds. You did read the manual to see who are the good guys and bad guys, right?
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It's all done! I even wrote an instruction manual. Now I just have to try it on real hardware. Silhouette.bas Silhouette.bas.bin Silhouette.pdf
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Ok, so the problem is actually with 2600IDE... I put a pause at the end of 2600baside.bat and the Console Window showed (138): Error: Unknown keyword: oto I really need to swutch over to PsPad...
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Anyone else annoyed by this message? I've got a 740 line program, and I must have messed one of them up, but I don't know which one. I've taked to adding one line at a time then compiling after each line, so that I can make sure each one doesn't break the compile, but I must have accidently screwed up some other line while paging up and down. Ok, just venting. Now I have to finish my game...
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Doh! Thanks, I thought I hade checked this multiple times. I'm actually using 2600IDE. I probably need to switch to a real editor though. I should just set up PSPad to work with bAtari Basic.
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Here's a bit operation bug I found in the getPosition routine of my code, the line temp1 = rand: position{1} = temp1(7) is generating the following code .skipL058 .L059 ; temp1 = rand : position{1} = temp1 ( 7 ) jsr randomize STA temp1 LDA temp1 AND #65536 PHP LDA position PLP .byte $D0, $03 AND #253 .byte $0C ORA #2 STA position I'm guessing it really wants to do an AND #128 for now I'm doing a work around Silhouette.bas
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It looks pretty good. I'd like to see the source.
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Here's the title Screen with Music. After the music plays, press fire on Joystick one and the first building scrolls into view. Now I just have to write the actual gameplay logic. Silhouette.bas.bin
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Ooh, thanks for the info. I will have to install Z26 and test my programs in both.
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The games seem to run a bit fast. I don't remember the arcade Tron moving that fast. Or maybe I'm just slow and old.
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As I was looking for ways to rapidly update large sections of the playfield, it occured to me that I could just use the varXX variables. I decided to go with a different method anyway, but though I would go ahead and share this. Of course this won't work if you are compiling for the Supership and it's not guaranteed to work with future versions, but it does work well. Each of the varXX variables correspond to an eight pixel portion of the playfield. Their positions and bit positions are as follows: Line 7654321 1234567 7654321 1234567 . 1- .var0.. .var1.. .var2.. .var3.. . 2- .var4.. .var5.. .var6.. .var7.. . 3- .var8.. .var9.. .var10. .var11. . 4- .var12. .var13. .var14. .var15. . 5- .var16. .var17. .var18. .var19. . 6- .var20. .var21. .var22. .var23. . 7- .var24. .var25. .var26. .var27. . 8- .var28. .var29. .var30. .var31. . 9- .var32. .var33. .var34. .var35. .10- .var36. .var37. .var38. .var39. .11- .var40. .var41. .var42. .var43. .12- .var44. .var45. .var46. .var47.
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I always like to show my work in progress. This game is called Silhouette. I'll let you guess as to how gameplay runs. So far I got all my sprites defined and the code just cycles throuh the characters. The Policeman, The Professor, The Young Lady, Louie, Red, and Slim. Three are good guys and three are bad guys, can you guess which is which? Silhouette.bas.bin
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Did you ever get any further with this?
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That black area at the bottom of the screen was totally bothering me. Since score was turned off, I simply set pfrowheight to a high enough value (10) to make the playfield fill the screen. I then decided to use PF0 to draw in the left and right borders, and cleared the borders from my playfield definition. It turns out that bAtari Basic doesn't have a hard limit on the Sprite Y values, it will keep displaying sprites as long as it's displaying playfield, so I changed my boundaries accordingly, and now I'm bouncing aroud the whole screen. bBboing.bas bBboing.bas.bin
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From what i recall the original Boing Demo didn't have gravity anyway. I think I'd rather make the ball bigger. One of the big deals on the Amiga was how large the ball was.
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So I got the movement all working, then I figured, her why not add sound, which took me exactly 10 minutes (bAtari Basic rocks!). So here it is. bBboing.bas bBboing.bas.bin
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I don't mind at all. Thanks for the code.
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That's true, I could use the missiles as the left and right side of the ball. But then I've already drawn the ball and it came out pretty nice. I wonder if there's something I could do with the ball...
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I like that, I shall rename it accordingly. Thanks. I made it lateral, instead of diagonal, since there is so little resolution in a 16x16 area.
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Anyone remember the Boing Demo from the Amiga. Don't know if it's been done on the 2600 before, but I thought I'd try it in bAtari Basic. So far I've defined the sprites for the ball and made it rotate. Movement and sound will come later... boing01.bas boing01.bas.bin
