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Posts posted by Gemintronic
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I've only worked with one backup device (when I was on a preservation kick with my carts). It was very finicky with the connections.
Hopefully not a general problem with the technology.
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Is this strictly 2600+ or did the timings on real hardware get worked out?
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10 minutes ago, youki said:
i do not know that BASIC , did not have the time to test yet.... but i would expect that PRINT AT would have 3 parameters, like PRINT AT X,Y,"TEXT" . Did you not just forget to put the Y value in your statement?
Looking at the manual it, er, looks like the PRINT AT command treats the tiles as a one dimensional array.
PRINT [AT [expr]][,]["string"] Prints the given string at the current cursor coordinate (or selected via the AT value 0 to 767).
Using other BASIC dialects I am also used to being able to position the "cursor" using X and Y values. Something to get used to.
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Reminds me of the Mario Paint bonus game. I think you're on to something, here!
From a half awake perspective just got two nuggets of feedback:
* It's really hard to land a hit
Possible solution: Use soft collisions so you can implement a bigger bounding box when attacking
* I get killed by the big bugs yet the small bugs seem to let me move onto them while being smacked. The rules don't seem clear.
Possible solution: Make the big bug more visibly dangerous. Hot red colors or color cycling to indicate danger.
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Sorry for asking a tertiary question.
Is batari BASIC using SkipDraw (or a variant of SkipDraw)? That would explain some of the behaviors I've seen when doing weird things with sprite pointers and data.
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4 minutes ago, Taslim said:
Will it work on a Genesis withe a Power Base Converter or that Sega Master System cartridge Adapter converter to SEGA GENESIS Power Base device?
Not a definitive answer. Buuuut..
From what I can gather the Genesis lacks full compatibility with SG-1000 titles. So, it probably can't work with things that use similar resources.
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Sorry, man. This topic was really hard to read. You seem like a nice guy and take mild teasing well (something I need to work on). Maybe take on less multifaceted topics and study writing more.
That being said, I'm sure other companies have intentionally used subterfuge to fool store purchasers to buy their products. We saw the R.O.B. mainly to deceive purchasers still weary of video games after the crash.
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I wondered about setting up a test to see if batari BASIC DPC+ default flicker mitigation would be any better. Maybe for extra bonus points using Silvios techniques posted above.
..then I saw the shade BASIC haters were throwing around in the original topic and lost motivation. Still, might be something for someone to try.
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I tried it with space_attack.bas and it worked wonderfully! You have to shoot things while EVERY enemy is close to see anything resembling flicker.
@nanochess What is the recommended maximum amount of sprites while using the new cvbasic_epilogue? Seems like 9 or 10 on the same horizontal line hardly flicker at all.
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2 minutes ago, 1980gamer said:
I have not looked closely at CVBasic yet; however, the chip is capable of 32 sprites on screen. The TI is limited to 28.
Sprite rotation is the solution, however, designing the game to limit horizontal sprite alignment is the best method. I know, that is limiting.
On the TI, I use "tiles" in place of sprites when possible. or even overlap them.
Example: Kickman
You have 8 ballons on a row. But they only need to be a sprite when they drop
Yeah, that was another idea percolating in my head. Have four active sprites that become tiles every 8 pixels. Very sneaky
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Anything that I spout off here is uneducated conjecture. So, forgive me in advance.
What I think I understand is that we technically have 64 16x16 sprites. 8 of which can be visible on screen. The first 4 have highest priority.
How do you mitigate flicker when more than 4 sprites are on the same horizontal line?
My only thought would be to rotate the 8 visible sprites such that each object gets to be sprite 0 every 8 frames.
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@nanochess If you were going to make it smooth scroll what would you do?
On the sega genesis I could have two sets of tiles: original and partially scrolled. One frame would have original tiles then on the other partially scrolled. After that the process would repeat except one layer of tiles farther.
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This week? Mostly rummaging through my backups to find genesis co-op games for date night.
Gain Ground
Vapor Trail
Altered Beast
Gauntlet IV
Gunstar Heroes
Ms. Pac Man
Zombies Ate My Neighbors
Golden Axe
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2 hours ago, alfredtdk said:
Very cool this. Did you need to use both players to build the twins?
Programming in assembly, I believe, gives you other possibilities and freedoms to create what you want with your own display kernel.
The long rectangular part is actually the playfield. The twins are two copies of a sprite that looks like a girl.
You can use CTRLPF to tell the sprites to be behind the playfield. That sometimes helps when making sprite/playfield combination objects.
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..and, remember kids: you can use a portable version of Notepad++ so you can keep your CVBasic code editor free of conflicts with other dev suites.
https://portableapps.com/apps/development/notepadpp_portable
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I think you need interested people with expertise to create easier tools. You then need a community of game devs around that tool. You then need people willing to try new, original games to keep the ball rolling.
I don't think anti-5200 sentiment is a thing. It just hasn't reached the energy level needed.
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2 hours ago, alfredtdk said:
Currently I think it would be easier to follow the example of the dragon from Dragonfire, than to use the playing field to increase the sprite's width. It seems to me that the dragon's body is made up of several sprites lined up and synchronized in their movement.
Has anyone used this feature in Batari Basic in any game?In Conjoined the last stage has you operating on the twins (top center).
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10 minutes ago, nanochess said:
Quick! Add commands to shift tile graphics left, right, up or down by an offset. Could be useful for games with fake scrolling
ShiftTile( SourceTile, ShiftHorizontal, ShiftVertical, DestinationTile)
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Be interesting to see a partnership like NES Maker has with Infinitelives. One side makes the amazing game making tools and another the special (mapper 30) boards and programmer.
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If you ever feel like you need to show proof of good faith with your homebrew files use Jotti:
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We're still here? What did I miss?
So far I got: Tanooki bad. SNES good. Genesis is old and stinky.
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Already said this elsewhere. But, signed up for the lowest tier for the usual reasons. Mostly being self-employed.
Still, it allows me to show some support. Not nearly enough for the help and amazing tools over the years.
Thank you!
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This isn't a bug so I never bugged batari or RevEng. But, if someone could mitigate the virtual sprite flickering when some go off screen. Meaning, when any vitual sprite crosses the screen boundaries vertically there's a chance all virtual sprites will momentarily flicker.
I haven't found a way to work around it and have dropped some game projects like a scrolling pinball game.
Uncancelled: Fruit Fly Fun (Atari 2600)
in Atari 2600 Programming
Posted
I like the way the big bugs chase you then eventually flee. Challenging BUT avoidable.