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Gemintronic

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Everything posted by Gemintronic

  1. So, now that superchip variables are working again I tried hacking a RAM sprite demo to use both ROM and RAM. The original example used an 8x8 sprite. It moved around some pixels at the bottom of the sprite to demonstrate RAM usage. I changed the height to 16 and added the 16 pixel tall sprite data. Well, partial success there. It does still move the bottom pixels around but the top 8 pixels are complete garbage. It almost looks like Stella is spoofing uninitialized RAM from first power on. include div_mul.asm set romsize 8kSC const p0_lo = <r000 const p0_hi = >r000 player0pointerlo = p0_lo player0pointerhi = p0_hi player0height = 16 player0x = 76 player0y = 44 w000 = p0[0] w001 = p0[1] w002 = p0[2] w003 = p0[3] w004 = p0[4] w005 = p0[5] w006 = p0[6] w007 = p0[7] w008 = p0[8] loop temp4 = r000 * 128 w000 = r000 / 2 + temp4 temp4 = r001 * 128 w001 = r001 / 2 + temp4 temp4 = r002 * 128 w002 = r002 / 2 + temp4 COLUP0 = $4C drawscreen COLUP0 = $4C drawscreen COLUP0 = $4C drawscreen COLUP0 = $4C drawscreen COLUP0 = $4C drawscreen COLUP0 = $4C drawscreen COLUP0 = $4C drawscreen COLUP0 = $4C drawscreen goto loop data p0 %11100000 %01100011 %01110011 %00111110 %00111100 %11011100 %10111101 %11111111 %01111110 %00100100 %10100101 %11011011 %10100101 %11011011 %01111110 %01100110 end
  2. Thanks guys! I was able to start compiling some of those RAM sprite examples now.
  3. Well, I tried actually reading the topic you pointed me too regarding changing sprite graphics around here: http://www.atariage.com/forums/topic/161923-help-with-ram-sprites/ SeaGtGruff posted some examples that put sprite graphics in RAM. I suspect that the code was from a way earlier version of bB though
  4. Thanks for taking a look. I don't think so. I rem'ed out those lines and it still barfed on the superchip variables.
  5. I tried to compile this: set romsize 8kSC const p0_lo = <r000 const p0_hi = >r000 player0pointerlo = p0_lo player0pointerhi = p0_hi player0height = 7 player0x = 76 player0y = 44 loop w000 = rand w001 = rand w002 = rand w003 = rand w004 = rand w005 = rand w006 = rand w007 = rand COLUP0 = rand drawscreen goto loop and I got this: Compile started at 9/29/2010 2:48:24 PM Compiling C:\Documents and Settings\Administrator\My Documents\ramsprite.bas DASM V2.20.07, Macro Assembler (C)1988-2003 bytes of ROM space left in bank 1 bytes of ROM space left in bank 2 3507 bytes of ROM space left in bank 1 2386 bytes of ROM space left in bank 2 3507 bytes of ROM space left in bank 1 2386 bytes of ROM space left in bank 2 --- Unresolved Symbol List p0_lo 0000 ???? (R ) p0_hi 0000 ???? (R ) w000 0000 ???? (R ) w001 0000 ???? (R ) w002 0000 ???? (R ) w003 0000 ???? (R ) w004 0000 ???? (R ) w005 0000 ???? (R ) w006 0000 ???? (R ) w007 0000 ???? (R ) r000 0000 ???? (R ) Fatal assembly error: Source is not resolvable. Errors were encountered during assembly. 2600 Basic compilation completed. Compilation completed at 9/29/2010 2:48:25 PM view output file:///C:/Documents and Settings/Administrator/My Documents/bin Post compilation files deleted
  6. Yeah, I agree. If I make a cart for myself I'll probably use the original artwork. I got feedback from other places on the Internets and people around me. Some reason didn't like the young gal/Freddy-like bear scenario.
  7. Check the pinned topics for good starter information. I think you should check out: http://www.atariage.com/forums/topic/109288-code-snippets-samples-for-bb-beginners/ It has a missile firing example. Lots of incoming enemies is an advanced topic. The 2600 only has 2 hardware sprites which would normally mean you and one enemy. You can check out the Multi Sprite Kernel for more options: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#multikernel You get one player sprite plus five enemy sprites.. sort of. The five extra sprites flicker if they line up horizontally with each other. Lastly, you could make playfield pixels "enemies" but the playfield is pretty low res compared to normal sprites.
  8. Both binaries just look like flickery sprites to me. Would be good for energy missiles or lasers. Not so good if the eyes have to focus on them for long periods of time. Is there a way to interleave colors instead of flickering them?
  9. Just because the autograph cartridge is finished doesn't mean you can't continue to work on the game. Phantasm went a long way beyond the initial autograph version. I totally agree! Unlike traditional cartridge runs more can be made at will. I kinda hedged my bet on that statement by shipping 2 full boxes of commons to Al. For now I'll let people enjoy version 1 and mull over what went right and what went wrong during the development cycle. I are be sick as a dog currently so the internal review will have to wait
  10. Stella is your friend, friend! http://stella.sourceforge.net/ If this is your first time in Atari Fight Club - You HAVE to read the manual
  11. @TooSlowGamer: You must defeat an increasing number of aliens per stage. Also, the number of Orphan Ghosts needing rescue increases. This is a good thing as Orphan Ghosts now heal you. I got too many bad vibes from people about the other cover art. I hope it wasn't the reason I got little to no response from the Homebrew section. neotokeo2001 stated he needed the games by the end of the month.. and, by golly, the time is nigh! I know I could do alot more balancing especially with the mid-bosses but, yeah. TIP: Lolipop power-ups count as a kill towards completing the stage. If you're already buffed up you might consider shooting the lolipop on purpose. Lolipops also change their behavior on stage 9.
  12. What is the yellow line barrier made out of? I'd figure if it's a sprite it'd start flickering when the Dragon appeared.. I looked at the code and I'm still baffled
  13. Check out this thread: http://www.atariage.com/forums/topic/126066-is-it-possible-to-insert-different-chunks-of-sprite-data-into-one-sprite/ Yeah, I saw that thread. SeaGtGruff was too brain fried to post examples unfortunately. But, I think that technique used RAM instead of combining sections of sprite data from ROM.
  14. Holy ham and bacon Batman! That's cool! I could exploit this in various evil ways methinks. This whole messing around with sprite data started because I wanted to combine head body and legs sprite data into one player sprite. Kind of a mix-and-match monster deal. Hopefully I can think of something using this example. Thanks!
  15. This code actually works: player0: AUDF1 NUSIZ1 a b c score REFP0 COLUP0 end Makes a pig or dog face according to my imagination. Could using commands in sprite data this way save ROM space?
  16. I added a stage select via the select switch. Think it'll be good enough? Oh, yeah. The release candidate is at the top of the page. Figured out that non-subscribers can edit the original post
  17. I knew someone who would sell postcard printouts of large plasma TVs. All ebay legal because he stated the obvious. Suckers would assume it's an actual large plasma TV they were buying ignoring the POSTCARD part. Not cool. What's the real danger is the real pros who fake transactions and ratings. Sometimes giving legit deals and sometimes just taking the money.
  18. This should be pretty close to final. Maybe a little balancing and hopefully no major bugs. Features: * Last stage (level 9) has big end boss with cool fireball effects! * Monsters increase in difficulty by stage * Bonus sound when "Ghost Orphan" is rescued * "Ghost Orphan" now heals Nite Bear somewhat * Title screen music nightbear009a.bas nightbear009a.bin
  19. Just curious, does the new nybble code work as a normal gosub routine with bank-switching?
  20. For my CandyBar game I used the Atari Adventure manual as a template. For credits I noticed many movies and console games have a "special thanks" section for the 50+ people who helped in various ways.
  21. I apologize for bumping my own topic but.. I've got a new build posted at http://www.atariage.com/forums/topic/169496-nitebear-on-sleepystreet/ that is much less work-in-progress. UPDATE: Release candidate in first post! Would love for more feedback from my fellow AtariAge homebrewers
  22. NEW BUILD IN THIS POST! LOOK BELOW!! I think the thing to understand about hobby programming is that the actual coder and his immediate relations are NOT good critics. The programmer will see the art in his work better than anyone - and that sometimes leads to overlooking faults. The friend or family member will also overlook flaws because they understand what the programmer was trying to do. Also, most of the time we're encouraging our mates by not nit-picking. In this case nit-picking IS the encouragement! Samuel Johnson is attributed (at least on the Internets) as saying: "The true measure of a man is how he treats someone who can do him absolutely no good. " Playing WIP games is very hit-and-miss. Sometimes it can leave you craving more. Sometimes it leaves you in shear wonderment how the programmer can properly put on clothes in the morning without suffocating themselves. Fellow AtariAge members who dare tred into my game leaving constructive feedback are truly magnanimous and brave souls. You. Guys. ROCK!! Fixes: * Slowed horizontal movement in Orphan rescue mode. Maybe the best I can do with 2600. (TooSlowGamer) * Removed side-view Nite Bear sprite and just used vertical scrolling sprite (TooSlowGamer) * Tweaked AI and made them into "Orphan Ghosts" since I can't figure out better collision (TooSlowGamer/Gateway) * Weapon was super powered to aid debug. Now more normal damage (TooSlowGamer) * Slowed vertical scrolling speed (Gateway) * Score was in debug mode. Scoring now implemented. (Gateway) * Added cooldown so firing doesn't happen after game start (Gateway) * Sword no longer continues after killing an enemy. (Gateway) * Added playfieldpos = 8 to correct overscrolling when changing playfields. (Gateway) * Corrected "Boss can't kill you" issue (theloon) Features: * Bat swoops horizontally further. * Tweaked Boss homing missile. * "Orphan Ghost" level decorations are now randomized. nightbear008.bas nightbear008.bin
  23. I double checked the player/dragon movement and it seems a good balance for normal difficulty. I just always liked when the dragon contacted you in Adventure he roared before eating you. Sort of a second chance to run away before death Much respect for hand coding that! I'm a more visual composer. Haven't manually programmed a tune since QuickBASIC play commands
  24. Nice use of the title screen kernel! The music is pretty 'bout it as well. You do all that in the VisualbB music editor? The Dragons feel like they're on hard difficulty. Usually I expect a roar and a delay so i can escape
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