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freehabitat

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Everything posted by freehabitat

  1. Hello, i contact Al and he replied fast. He can help me burning the rom, ... jep ! these day i was testing the color array and thought about what else i should set befor i finish my first project on atari. well,.. here are 2 questions i have. 1) i tried to set both playersprites direct in the center of the screen,... the small in the large frame,.. center on center... but i simply can´t. is it because of the code you used to steer the y-axis?! this is not really for use,.. i tried different values but no result... player0x=40 : player0y=40 player1x=110 : player1y=40 2) to use also the nice switches on the hardware i tried some things and found one helpfull feature. i want to use the select switch for swapping the player_port. that mean player0 is the small frame and player1 the large one. if i press switch again,.. everything is like befor. shure,.. the usual way is to swap the controller but here it´s not that usual,.. i am using a interface for one joystic_port...
  2. fine,.... i understand now : ) much better than some weeks befor... i´ll contact Albert later,... do i need to know any thing special how to prepair the .bin file? if i look at the .asm file, there is lot of mess inside what is finally not for use, isn´t it?! is there a tutorial about this, i haven´t found anything jet.. best, tom
  3. NICE, it was alway´s stupid to open the .asm file and look for the line number.... so far i am okay with setting everything for player1,... just one thing i do not understand is about the color black. why do you write only 0 at first? is 0 the same than $00 ? i don´t think so.. if i have $00 in my color array, it is possible that the playersprite is black after a collision, that´s not what i expect... this is what i imagine but i testet with 3 colors in the array and it never become black ,.. that´s great but how does it come? because of this? you set the value fom 0 to 1, is that the reason why it do not use black for the shown color array? i will test this code next evening in my foggy camber : ) now i´ll think about how to get all the stuff on a nice cartridge, who is a good contact for that? can you recommend some one in this community? Tom
  4. here you can see what i did : ) atari2600fog.mov here you can see why i need to select a pool of colors,... it´s because of the contrast.! so i am looking forward to finish that project soon thank you! tom
  5. well,.. it looks like this... we have the pool with selected colors,.. they start to flicker if a collission happens. if i press a fire button the playercolor should become black($00).... now the player is invisible. .. anyway, if there is a collision the sprite began to change color very fast again,... if the collision is 'gone', the playercolor is constant that one, what was selected at least in the colorpool.... until next collision or fire(invisible...) it is not supposed to become visible by pressing fire again, you need to get in collision to become visible again. it easy can be that i wrote something different befor,.. sometimes my concept is changeing during the work, i get new idears and that´s it.. hope that it is a better explaination of what i want.. thanx for your patient. i´ll go to test my projections of the frame game in the foggy atmosphere now,.. i am so excited i´ll let you know.. tom
  6. i thought the loop is essential for the pool of chosen colors... well,... wrong thougth! anyway,... color changes work now,... just one 'little' problem left. in my definition it shold be like that, if you press joy0fire the COLUP0 should become black. (thats the hide-mode) but now i only have my choosen color pool. i tried to set $00 as a const value, tried different things but only result was that the color changes to the first value in my selection (data player0_color) than i used $00 as the first color in my color pool but it´s also not a good deal. how can i do that my playersprite becomes black unti next collision? i am little disapointet cause this are so little basic things i don´t know and i even did not found anything compareable in other codes... you can see a cutout of the code here, i just worked on player0: set tv pal set kernel_options pfcolors const p0lo=#<playerL018_0 const p1lo=#<playerL037_1 dim current_color_p0 = a current_color_p0 = 0 v=40 d=$ae player0x=40 : player0y=40 player1x=110 : player1y=40 main scorecolor=$00 COLUBK=$00 COLUP0=player0_color[current_color_p0] COLUP1=d NUSIZ0=$07 NUSIZ1=$15 drawscreen rem -player0 sprite- player0: %11111111 %11111111 %11111111 %10000001 %10000001 %10000001 end x=0 if joy0right then x=1 if joy0left then x=255 if joy0up then y=y-1 if joy0down then y=y+1 if joy0fire then current_color_p0 = $00 rem -player0 beam- if y=255 then y=87 if y=88 then y=0 if y<25 then player0pointerlo=p0lo+y : player0height=86 : player0y=87 if y>24 then player0pointerlo=p0lo : player0height=24 : player0y=y if collision(player0,player1) then current_color_p0 = current_color_p0 + 1 player0x=player0x+x if player0x=255 then player0x=159 : goto main if player0x=160 then player0x=0 : goto main if current_color_p0 = 6 then current_color_p0 = 0 data player0_color $88,$8C,$C0,$C4,$C8,$CC end frames.02.bas
  7. Hello,... bevor i got help with a color selection problem... it use a loop command to work... now i tried to include it in my code and i have the feeling that loop stuck because my steering isn´t working anymore... set tv pal set kernel_options pfcolors const p0lo=#<playerL012_0 dim current_color = a current_color = 0 c=$be player0x=40 : player0y=40 main scorecolor=$00 COLUBK=$60 COLUP0=c NUSIZ0=$07 drawscreen rem -player0 sprite- player0: %11111111 %11000011 %11011011 %11000011 %11111111 end player0x = 80 player0y = 44 loop COLUP0 = player0_color[current_color] drawscreen if joy0fire then current_color = current_color + 1 if current_color = 5 then current_color = 0 goto loop data player0_color $8C,$C0,$C4,$C8,$CC end how can i use this loop in the right way,... i really don´t understand well with subroutines/loops how to work... i just know that the loop should run all the time beside the main code.. best,.. tom frames.02_col.bas.bin
  8. jop, thats what i am looking for. data player0_color thats the code i did not know,... thanks a lot well,.. i tried to include the code in the frame_program but i was not that succsefull this time,... somehow my steering is blocked,... i guess it´s only the order of priorities... should the loop for colors be a subroutine or something !? thanks, Tom frames.02_col.bas
  9. hello,... i thought about someting since a time. the TIA shows 128(pal104) different colors. for example, i choose 20 colors out of them. this selection is for a player/missile/whatever ... and should change by any action (collision,firebutton,.. ). how can i start with that? i am not shure how to tell the atari that it has only the selected to use and not the whole chart? it should be simular to random color. just that i can do the step whitch changes the color. hope this is to understand for others ?? best f.
  10. wow,.. somehow i did it i can move both frames seperated. love it... thanx SeaGtGruff ! this is for you: frames play hide&seek now i´ll test it in the projection and later i´ll bother you with my Bb-paint program.... best from vienna, Tom frames.02_ctrl.bas
  11. ok,.. somehow i am im lost in a maze... 1) const p0lo = #<playerL017_0 const p1lo = #<playerL033_1 even if i write const apple=123 instead of const p1lo = #<playerL033_1 i get fatal assambly error... 2) player 1: the sprite has as much lines than player0 (#111), the squares are different but the space between does the rest to have a amount of 111 lines,.. i understand this. rem -player1 beam- if y=255 then y=87 if y=88 then y=0 if y<15 then player1pointerlo=p1lo+y : player1height=86 : player1y=87 if y>14 then player1pointerlo=p1lo : player1height=14 : player1y=y player1height=14 is set because of the size of the single frame,... but is there any need to change the player1height=86 : player1y=87 and y=87 ? i am little lost here but i think this should fit to the smaller frame/spritesize... player1x=player1x+x if player1x=255 then player1x=159 : goto main if player1x=160 then player1x=0 : goto main here is the same question,.. does the wide of the sprite changes anything on the values? (player1x=159 / player1x=160) well,.. it´s still a mystery how to move the second frame but i really got lot more comprehension. i wish to had more teacher like this in my past! best Tom frames.02_ctrl.bas frames.02_ctrl.bas.bin
  12. hi there, it´s a little offtopic, but how does it comes with supercharger, are ther one for NTSC and one for PAL or anything?!!? it´s because i use one for testing my .bin´s befor i let them burn on a rom. would be pretty stupid if i get problem´s with the colore than. best Tom
  13. hi,... i am suprised that i understand more than befor. i go to bed as well and will read it again next morning. it seems you bring me to the point where i learn about the assambly language and not only bB. well,.. i am pretty excited about the solution for the second frame. if we get this running i can start my 2nd testing phase for my art-project. surely i´ll post some pictures or a little clip here as soon have something,... so far i can present this shot of lightsculptures made by atari 2600... its only testings... now you might understand what the frames would become : ) tom
  14. Hello,... i tried a little but did not come to a positiv conclution. so how can i use this constante with the second playersprite ?? const p0lo=#<playerL017_0 i tried tu use a second constante: const p1lo=#<playerL017_0 and tried with settings of the playerL017 .... it was not possible to compile. please let me kow .. tom frames.02.bas
  15. Hello again,.. i was checking the code now,... and i am burning to know more about your trix so i tried to use the modification also for the second frame but i did not got that following line: const p0lo=#<playerL017_0 that´s the first thing i dont exactly know,... const is called p0lo or p1lo= and what is the rest?! anyway,... but i think i got some other parts of the modification. you made the playersprite so large that only one full frame can be showen in the playfield, if you go out of the playfield you can see the second frame comeing in on the opposite side. very clever... it´s just about conting lines and keeping everysing symetric, isn´t it ? well,... i am excited to know more,... bye Tom
  16. ok,.. i checked the code now,... but i am afraid it´s to complex for me to understand how the pfpixels chenge the color by moving the playersprite/missel/whatever... also it´s a superchip? asm. file includet but i thought about writing a 4k file,... omph.. anyway... it smells in a right direction.. tom
  17. Hello Michael,... so far i trye coding on a simple way,.. without using multikernel hacks. this will be used for later programms whan i am more into it. thats brilliant! more effectfull than i thought. jep, i´ll try to do a animated sprite in 3 size,.. every time you press fire-button the size change to the next shape. i will post the code later in the evening (MEZ-time ) thank for advice!!! tom
  18. Hello,.. that comes close to my idear,... thanx, i´ll check the code and will reply later. @ Michael,... your examples are every time so exact and in a practical kontext! good work what you do.
  19. HI,.. probably the offset is something to do with half lines of a monitor,.. but i really don´t know... i´ll check out that insane painter,.. maybe it helps... . . . now i have played insane painter,.. really insane : ) probably that´s what i am looking for. is there a way to paint finer pixel than pfpixel?! thanx thomas
  20. Hello,... so far i solved my problem with the size of playersprites. one thing i did not solved is that what i called beaming... if i move my sprite in any directions out of the playfield it sould appear on the opposite side, very common for some games. as you can see if you try my code, it works in 3 directions very well. if i move my sprite to the bottom it moves "to fast" to the top. can you see?! by the way,.. what other possibilitys are to do big frames moveing around by useing joystick ? thanks, Thomas frames.bas frames.bas.bin
  21. Hello,... how can i use the function of a missile as a paint brush?! the program is already running, i just do not get the missile doing a dot on it´s position. if i press fire it should simply do a dot in missile size. if i hold fire it should be possible to draw by moveing the crosshair. one simple thing i don´t understand is the position of the missile,... i used the same value for both playersprites & missiles but at player1sprite(right one) the center is not matching with the missile like the player0sprite (left one), how does it comes? crosshairs.bas crosshairs.bas.bin
  22. the frames should be player sprites. simply to move with the controller. To change the colore would not be a problem i think, to change the size of the frames would be a great feature. most importat is the size and that it is possible to move it in any direction. exactly that what i am looking for. thanks for fast reply Tom
  23. Hello, i need to programm a simple grafic action. a playfield with 2 different colored frames, one bigger than the other (one should fit into the other). one frame should be controlled by player0 the other by player1. that´s all i need by now. later i will do a function to change colors by fire-button. to realize this i need to know how i can paint souch big frames as a player sprite. i added a grafic design. second project is also very easy. 2 player´s, two crosshairs. every time one player press fire there appears a pixel on the position of the crosshair. i know hot to program 2 moveing croshairs but not how to do a missile that do not move and disappeare. so far... i start programming now and will post the code as soon i can. i am shure that i can do the rest with your help. oh.. i should not need more than 4k for each project to test it. best, tom - proud owner of a starpath supercharger since today crosshairs.bas
  24. hi michael,... great, everything in comes in right time. for my project i need 2 of the flaggs (squares) controlled by the controller. i will do a posting with complex informations in the next day´s. best, thomas
  25. Hi Michael, that sounds good what you are telling me,... i thought of useing missile, ball, player0,.. etc. in a uncommone way. i´ll going to send you a mockup as soon i found out what exactly i want,... now i go to play quix to get inspired have a good time Tom
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