Jump to content

unhuman

Members
  • Content Count

    1,270
  • Joined

  • Last visited

Posts posted by unhuman


  1. OK I got my player sprite to move with the joystick but sometimes one sprite moves faster than the other and he ends up looking like a jigsaw puzzle :lol: any way to fix this?

    Nope. It's basically the fact that XB is slow so when you move two different sprites, there's time in between when the sprites start moving.

     

    You can work around this somewhat with some CALL POKE that stops sprite motion and then another that restarts it, but that'd result in really jumpy gameplay.

     

    Best to keep player to a single sprite for now. Maybe after you're done, you can play with the compiler to see if it becomes a feature you can add back later....


  2. I think the limit has to do with the length of the line and the number of tokens on the line. So, you can sometimes shove in a command where text won't fit, etc... There used to be a shortcut for generating the tokens, which I used to use... Maybe it was like holding down FN-P to generate "PRINT" for example.


  3. I think I understand. I'll try and see what I can do

    You can also leverage lines a little bit more efficiently, so if you can't put more call char, maybe you can do something else... Also, you can optimize the strings in CALL CHAR by grouping characters together, just like Magnify(3) sprites... Works for regular chars too. So, 36, 37, 38, 39 could just take one long String...


  4. Well that was fun. I got everything I wanted crammed into 10 lines of code. No room for audio, though.... Took me longer than I hoped. Figured out some new tricks needed for my GraphiCV tool (and found bugs). Maybe I go back and fix 'em and figure out how to make it work on Mac.


  5. Here's mine!

     

    Title: On Christmas

    Programmer: unHUman

    Story: You'll find out

    Code:

    1 CALL CLEAR::CALL SCREEN(1)::CALL COLOR(2,3,2)::CALL COLOR(3,7,2)::A$="3838483B1E0C1E63"::B$="1C1C12DC783078C6"::CALL CHAR(41,A$)::CALL MAGNIFY(3)::R=156
    2 C=228::CALL CHAR(49,B$)::FOR I=1 TO 16::CALL VCHAR(1,I*2,41,22)::CALL VCHAR(1,I*2-1,49,22)::NEXT I::FOR I=26 TO 32::CALL VCHAR(17,I,32,6)::NEXT I::S=136
    3 D=208::CALL CHAR(96,"000F0F0F2F100000000000001C1F000000E0E0E8F0000000000000083CF")::CALL CHAR(100,"0F1F1F3F307060E0C000000000000000E0F0F8FC1E0E0E0703")
    4 CALL CHAR(104,"0000000000060A0E0600000000000000000000000060A0E06")::CALL CHAR(108,"0000000000191131393F1E0E07000000000000000090101898F87070E")
    5 CALL CHAR(112,"000000000181ABFF7F1F07010101070F00000000000055FFFEF8E0808080E0F0")::CALL CHAR(116,"000101ABABAA0000000000000000000000000055555500000")
    6 CALL CHAR(120,"010100AA00000000000000000000000000000055000000000")::CALL SPRITE(#1,96,3,R,C)::CALL SPRITE(#2,100,4,R,C)
    7 CALL SPRITE(#3,104,15,R,C)::CALL SPRITE(#4,108,12,R,C)::CALL SPRITE(#5,112,12,S,D)::CALL SPRITE(#6,120,15,S,D)::CALL SPRITE(#7,116,15,S,D)
    8 CALL COLOR(5,15,2)::CALL COLOR(6,5,2)::CALL COLOR(7,15,2)::CALL COLOR(8,5,2)::J$="SAMTSIRHC NO WEJ YLENOL"
    9 K$=""::FOR I=LEN(J$) TO 1 STEP -1::K$=K$ & SEG$(J$,I,1)::NEXT I::DISPLAY AT(24,6):K$
    10 CALL CHAR(41,B$)::CALL CHAR(49,A$)::CALL COLOR(#6,7)::CALL CHAR(41,A$)::CALL CHAR(49,B$)::CALL COLOR(#6,11)::GOTO 10
    
    
    • Like 5
×
×
  • Create New...