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Posts posted by Gemintronic
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..Now what is easier, making a 2600 game or making some souped up peace of software that helps you make the games? Because we'll do the easy thing first.
He speaks the truth! Our 69th President Samuel Adams said:
"we choose to go do the Moon Patrol in this decade and port to the other consoles, not because they are hard, but because they are easy"
peace of software and Goodwill to Clothes,
theloon
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@EricDeLee: I think certain people have proven the usefulness of the ignore button. Might be time to use it! I don't want people distracting you from your playthrough! Please, continue (when you feel like it)

The prototypes I've seen out in the wild have all been unplayable. I'm enjoying both the progress made since the protos I've and your experiences with EOB. I can't relive my first playthrough but I can enjoy your fresh perspective on the game

In retrospect I spent more time learning the save game format and hacking it then I would have just grinding!
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Hearing people refer to game carts as "tapes." You could never get it out of their heads that they were not tapes.

Actually, my parents were more modern. Any video game system - including the gynormous Neo Geo - was a "Nintendo". I still have to Babblefish translate things in my head when they call 1.44 floppies a "hard disk".
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Well, it sounds like you like to expand/pimp your systems. C64 has many more options like the SuperCPU and IDE adapters. You can even run GUI multitasking operating systems like WiNGs or Contiki.
Not gonna be able to upgrade that ADAM much more. I say it gets demoted

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Well, opinions are opinions. I object to hotlinking AtariAge ROMs instead of using his own bandwidth.
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$60 bucks for a new release is above my tolerance level. Last time I did that was for Phantasy Star II. Bargain Bin diving is still getting a "new" game to me.
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I don't know exactly what is going on thar but I noticed
player1::
should probably be
player1:
and the
playfield:
should have a space so it isn't a label
playfield:
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I think PS1 is where modern gaming starts. Gobs of storage. 3D graphics. More "adult" themes.
It's the easiest to rip too. I could imagine collecting so I could rip every game to a dedicated PC and play Gran Turisimo 2, Tekken 3 and Final Fantasy 9 at leisure.
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I get what the OP is feeling there. However, like some of us, DOS is very much part of our workday. I make autoit scripts that use command line tools. I run batch files to auto-install apps. Heck, I even tell green end-users to:
IPCONFIG /RELEASE
IPCONFIG /RENEW
almost every day.
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Try looking at my first bB attempt Drunken Pooper
http://www.atariage....drunken-pooper/
Notice how I use a variable called shooting to determine how I should deal with moving the missle.
There are better examples out there so don't hate me too badly for this weak answer

In particular check out 4_FireAMissile.bas example here:
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I understand the whole chicken/egg dilemma. From an end-users perspective it's like buying hardware without a definite software reason. I got the gear, where's the games?
Intentions to support the scene and techno-lust can also be defeated by paying for mortgages, cars, kids and, er, 7800 carts

Suggestion #1: Make sure a complete, easy to set up toolchain is available for the 7800 and your peripheral. If I knew I could program for this baby on day one I'd have a reason (besides somebody else's games) to buy. Of course, bB for the 7800 is a pipe dream but we're all dreamers here, right?
Suggestion #2: This one would really seal the deal for me. Make some of the advantages work for the 2600 and BatariBASIC. If not RAM then at least save game/score support. Post inline assembly or a module to work with BatariBASIC and 2600 assembly.
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While trolling through the source files in this topic: http://www.atariage.com/forums/topic/148427-vertical-scrolling-through-a-playfield-that-wont-fit-the-screen/page__hl__defaultbasbin I noticed a command/variable/something called playfieldpos being used.
RT's command reference barely references it but it seems critical in the playfield scrolling examples I've seen in the linked topic.
Anyone have any clue what playfieldpos is and does? How it works?
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I don't want to start a new topic for every little question I have, so I'll ask the minor ones in here.
Could someone explain to me how to put music and a title screen together? I have the .bas file for the music and I have the code for the playfield (title screen). How do I put them together? A tutorial on this would be nice if there is one out there.
Also, how would you go about putting in a command to get out of the title screen?
A tutorial on title screens would be really nice.
As a start I'd make music with the Music and Sound Editor and then use CREATE .BAS to make a template for my game. You can add your title screen to music.bas and the rest of your game. I personally merge the code from music.bas to my main program manually which can be a pain.
I usually add a line in the title screen loop like:
if joy0fire then goto main
where main is the main routine of your game.
The post for the VisualbB download also has these helpful links:
http://www.randomterrain.com/atari-2600-memories-batari-basic-vbb.html
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I don't comment in code because I'm lazy/sloppy. Descriptive variable and constant names are a must though.
Batari BASIC kernel features are pretty much what the 2600 can do. However, assembly lets you make sacrifices for better features in another aspects of your game. Disclaimer: Born and raised BASIC/4GL programmer.
It's your programming background that determines whether BASIC first or assembly first is better. Most people I know were raised on farm fresh MS Basic and worked "down" to assembly routines.
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You got yer kernel options rockin'?
Something like:
set kernel_options pfcolors
Random Terrain has an awesome page that details the options
http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#kerneloptions
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Remember to set the Region to NTSC before editing yer sprite. Otherwise the colors will be off when you drag-and-drop the sprite into your code.
Also remember to SAVE ALL before dragging and dropping your sprite as the changes aren't applied until then.
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Wow, that is awesome. It is so much better than mine. Would you mind posting the source?
No prob. Actually, it's all eye candy. Your binary seems to have level/tile loading which is beyond me at the moment. I just wanted to show what the potential for side scrolling was. As RevEng noted there may be cycle issues and I couldn't get it to play on a 2600 emulator for PSP.
I think how a side-scrolling engine would work is the level data is stored as strips of 8 vertical tiles. Each tile would be a 4x4 block of pixels (Assuming a 32x32 pixel playfield). When the player "moves" right the pfscroll left command would execute. Most of the screen looks to have scrolled but the last vertical line of pixels gets wrapped around and is now effectively garbage. We must draw over that wrapped line of pixels with a strip from our level data. We determine which strip to load and then further determine which line of pixels from the tiles to draw. Using pfpixel the routine should then draw that vertical line.
As a side the rem'ed out lines are code I used to determine when I ran out of playfield data. The turtle like object between the pipes is actually just a leftmost pixel and rightmost pixel to demark the edges.
The
rem if !pfread(15,26) then pfscroll right
and
rem if !pfread(18, 26) then pfscroll left
were commented out collision detection using playfield pixel reads instead of collision commands. Remember: the player is stationary but the playfield pixels move!
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Sorry to post again but I think it's possible. This is a test without level data loading:
While up-down scrolling is pixel perfect I think Batari BASIC can only do side scrolling a playfield pixel at time. Basically, pfscroll and then load each new tile column a vertical line of pixels at a time.
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Hey, this pack looks good. I always liked the option in MAME to sort by different criteria. I think by company is a valid and useful organization. Gives me a better idea of how I'll arrange mine when I finally get a 2600 ROM dumping attachment for the Retrode.
Nice work!
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I asked a similar question in the Harmony cart topic and my interpretation is we can go so far as 32kSC. Batari (at the time) indicated DPC features are in the works for bB.
Another thought is Batari BASIC has inline assembly support. If the Assembly Gurus have posted examples it might be possible to access 400k on the Harmony cart.
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I choose Ninja Princess but would have really liked to have seen Solomon's Key as an option

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I hope you continue to challenge this, er, challenge! Side scrolling platforming would be awesome! I'm trying to scroll and clear the far side that's scrolling then add in the new blocks. Timing is a big deal and so far I've not got it right.
UPDATE: Check out the code in this topic:
It's smooth scrolling vertically but maybe the code can be modified for side-scrolling..!
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Wow. This topic is solid gold for anyone getting into homebrew. Thanks for the input! So far I've been able to avoid annoying people (too much) by posting %99.99 complete games. I think for longer games It'll be ramblings in my blog and builds with solid progress in a topic elsewhere.
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I have a definite urge to collect homebrew ROMs as they allow me to enjoy classic gaming on the go via a Harmony cart, PSP, Dingoo, XBox, GBA, etc..
Physical copies are a different story. With small runs collecting homebrew is not a game everyone can play or enjoy.

Seriously, DON'T go to atari7800.com
in Gaming Publications and Websites
Posted
I personally didn't get the reference when I saw the F bomb. I didn't mind it much. Kind of out of context though. I don't usually think profanity and Pole Position II go together. Regardless, George Carlin is attributed as saying "I think it's the duty of the comedian to find out where the line is drawn and cross it deliberately."
My company tried requiring flash on their front page and got plenty of complaints. Especially when it crashed peoples web browser. Flash websites just aren't a great idea.