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freehabitat

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Everything posted by freehabitat

  1. Hello Michael, .... i did no programming in the last weeks because i was more into hardware research. here is a link to the interface i built. http://www.fullframefestival.net/sm/atari.mpg (not a stream you need to download the 50Mb - right click and download) now i have my sound based controller unit. i also made lot of tests with my programmed grafics and noticed that i need to work very minimal. (we did projections with video projector in a closed room filled with fog out of a fog machine) i will try to programm to big squares who can move in all directions. is it possible to built playersprites with 11x11 pixel? that is very important. can i also change the size of the playersprite during the game? (maybe from 2x2 to 11x11 or 11x4, ... ... should be very flexible). so far i think i need to work with kernel hacks maybe. also i am often thinking about the classic game QUIX, this is about producing simple coloured geometric figures. my researc is going on and the concept for the game is closer in my mind,.. till now it is al testing phase and learning basics. have a nice weekend.. Tom
  2. Hello Folks, can someone give me a manual how to built a simple rom burner? i need to test my roms on real 2600 hardware. it looks like the only way to burn roms on my own because i cant find a supercharger or anything like this. best, f.
  3. hi there,... how can i test my written roms on the real hardware without burning a rom? i think i have read several times that some persons here tested the rom´s on emulator and real atari. how can i do that and what do i need for it? greets freehabitat
  4. it seems like very hard work. I'm not that patient. dont worry,.. i never did any coding befor and i realy did a little game by now (one ball, on player ... very simple). also in this forum are some people who help with problems. ciao Tom
  5. what do you mean exactly ?! my englisch is not the best. cheers Tom
  6. Hello, in the frame3 is the last vertikal line gone. i dont know how to fix this problem. if you start the bin.file you can move playfield with left and right cursor. The frame3 is the one with the 4 squares. please can anyone help me? thanks Tom quark.txt.bin
  7. Hello Michael thanx for the tip,... now i have a simular problem with "using no_blank_lines". at 2 frames the pf-lines look less but are´nt in the code. please explain me why? greets, Tom pf_painter.bas
  8. Hi there,... can someone explain why i have a white or violet color in the 1st row of the playfield (use cursor player0 and mind the 00 playfield and the I I look-a-like) if i set no bkcolor i also do not have this problem. so how could i do tu use bkcolor and have no bug with the 1st row? cheers Tom pffault.bas.bin pffault.bas
  9. Ok... so i might use a player instead of the ball,... i think kernel hacks will be for future projects. First i want be fit in basic´s of bB. tom
  10. Hi there, can i shape a 8pixel ball ? i dont like the square. What can i do? bye Sonic
  11. you are right, i would not give up and there are other things in live who scares me,... so i´ll going forwart with the capture "collisions" now,... let´s see waht that brins to me. so i made some steps forward. this file is my present state. i have a bug with player0 controller (up-down-left-right). when you hold the button i have black screen. only if i trigger the button the playfield changes. bye Tom wave_171007.bas
  12. ... i tried som more time to get the right code and i am not so happy. i think i´ll do my program more simple now and use the 4k ram only. So it´would be to complecated for me to have fun with programming. In my future projects i am shure to raise my knowledge about the system of coding. i´ll be back later ! tom
  13. Exactly ,... now i tried to put more different frames into the program that it looks like the wave_111007.bas, only with moving pfhigh. but it´s not so easy for me. I added the program with only 3 frames, can you have a look? i am shure it´s about the counter in line 46 - 51. How do i need to set it that it works right? for example, in the wave_111007.bas its done with that code: if joy0right then q=q+1 : gosub check_q : goto main if joy0left then q=q-1 : gosub check_q : goto main . . . check_q if q=255 then q=30 if q>30 then q=0 if q<=r then goto frame1 rem:=> 10 if q<=s then goto frame2 rem:=> 20 if q<=t then goto frame3 rem:=> 30 return and in the last correction (example with 2 frames) like that: if joy0right then q=q+1 : if q>20 then q=0 if joy0left then q=q-1 : if q=255 then q=20 if q<=r then gosub frame1 else gosub frame2 is it different because its enoug for 2 frames to work with gosub and else? and about the pfhigh and pfcolor at the kernal setting, can i also create this for each frame like i did in wave_101107.bas? and if i want to change the hue of my colors in combination with that moving pfhigh? so i includet 2 (not) possible solutions. i know this are a lot of questions i am asking you. some features i planed for future: next step is that player 2 can move the sprite and fire. maybe i built a random moving sprite as a target. if the player shot the target the complete playfield(the design) should change. Like a player get into next level. do you think it`s complicated? i think it´s almost the same code, only pixel of PF is changing, the random target should be programmed, collisions includet and some little features. anyway,.. it grows fine and i am very happy with the results. about hardware, this solution means i need to burn the program file on a 8k or 16k rom, isn´t it? you write somewhere it´s no problem for the hardware until rom´s are available. How rare are they and who in this community can burn them for me? okay,.. so far enough questions. thanx a lot,.. Tom framestest_3frames.bas framestest_3framesv1.bas
  14. Hello Michael, the uploaded files are 2 states of my program. The .zip file includes my terrible try to mix my controlled pf-frames with your program in the link you send ( http://www.atariage.com/forums/index.php?s...t&p=1358745 ). I don´t get out how to do that it runs simular than the other program (wave_111007.bas). can you follow me? thank you, Tom wave_111007.bas frametest.zip
  15. HI,.. i found the link to your tread about using Superchip little time ago but it was to complicated. Now i understand little more about banks and what the .inc and.asm files are going to do. I decidet to use your posted code to connect wit my test-programm of the different frames controlled by cursor but it looks not so easy. Somewhere i missunderstand something. i guess i need to put some sequenzes in loops to run all together... if i try to use command "main" and "goto main" in the structure of your posted code it do not like it,... anyway.. i continue trying out how it work and will post my results in the next days, maybe you can have a look on it again. bye Tom
  16. Hi, do you have some of your music in internet? I am just interested in that genre of electronic music,.. bye Tom
  17. ok.. so far i am okay with using hexadecimal for the color code and the pal/ntsc settings.. ciao Tom
  18. Jep, thats it,.. i on that way i can realy learn best,... doing and correction and so on. some little questions beside: i did pfcolors for each frame now, i use PAL format, so i am not shure with the color code,.. is it as well 0-255 or how do i set the colors. there is a link in the bB manual to a colortable but i am not shure about te coding of colors. so i write "set tv pal" in first row in my script and set stellar in pal.. but most colors are grey... if i switch in NTSC its so colorfull. can i use random colors for different horizontal lines with the pfcolour? or is it static? now i set one color for each frame but i would like that color change with random but little slower (every second another color or simular). when i controll my playfields with cursor (left,right,up,down) the fire button do not make anything, i want: COLOURB=e (any variable) pressfire=e+1 (cant remeber the correct command) that should mean with every firebutton hit the color changes, do i do wright? its also a problem of prioritys i think, so as long i am on a cursorbutton the changed BFCOLOR do not get projected. i hope my explaination it´s not to much complicated. bye tom
  19. Jep, thats it,.. i on that way i can realy learn best,... doing and correction and so on. some little questions beside: i did pfcolors for each frame now, i use PAL format, so i am not shure with the color code,.. is it as well 0-255 or how do i set the colors. there is a link in the bB manual to a colortable but i am not shure about te coding of colors. so i write "set tv pal" in first row in my script and set stellar in pal.. but most colors are grey... if i switch in NTSC its so colorfull. can i use random colors for different horizontal lines with the pfcolour? or is it static? now i set one color for each frame but i would like that color change with random but little slower (every second another color or simular). when i controll my playfields with cursor (left,right,up,down) the fire button do not make anything, i want: COLOURB=e (any variable) pressfire=e+1 (cant remeber the correct command) that should mean with every firebutton hit the color changes, do i do wright? its also a problem of prioritys i think, so as long i am on a cursorbutton the changed BFCOLOR do not get projected. i hope my explaination it´s not to much complicated. bye tom
  20. wow,... thanks Michael,... i am going to read the code now and will try to use this in other examples to learn how tu use this "check" and the subroutines with "gosub" "return",... hopefully i can bother you in the next day´s with my new questions and problems. al the best, Tom
  21. Sorry, I missed your post the other night. I'll try it tonight and see. Michael thanks,.. no worry,.. it´s the point, i am going to do a art-installation in april 2008. for that i want to use the Atari and a burned rom with a kind of visualizer, it´s the program i am working on. i will also built a interface for the controller-port to controll the visuals with other sensors this port will also be releast as a open source, for shure. i can solder, have good idears but a big deficit with programming ciao Tom
  22. fine,.. so i can continue with my patchwork programming,.. that helps a lot at the begin,.. thanx tom
  23. anybody there who can help ???
  24. Hello,... i did some exercises today, resulting i have some new problems. On this point i want to explain that this code wouldn´t become a game in common way, it´s more like playing with colours and shapes, but it is not a demo becaus eyou will controlle some things. So don´t wonder about it if it dont look like what someone expect. here is the code: -------------------------------------------------------------------------- h=10 : i=20 : j=30 do i need to set this variables for the frame 4-6 or is it enough to do it with var - r, s, t & u for all frames? r=10 : s=20 : t=30 : u=40 x=50 : y=50 main set kernel_options pfcolors scorecolor=e COLUBK=e COLUPF=10 COLUP0=40 COLUP1=80 rem colour of colums pfcolors: u h u g u c u i u r u end rem flickering circles since i did the left and right controll my flickering pixels disapeared createPf pfpixel 4 7 flip : pfpixel 5 7 flip : pfpixel 6 7 flip : pfpixel 7 7 flip : pfpixel 8 7 flip : pfpixel 9 7 flip : pfpixel 10 7 flip pfpixel 4 6 flip : pfpixel 5 6 flip : pfpixel 9 6 flip : pfpixel 10 6 flip pfpixel 4 5 flip : pfpixel 5 5 flip : pfpixel 9 5 flip : pfpixel 10 5 flip pfpixel 4 4 flip : pfpixel 5 4 flip : pfpixel 9 4 flip : pfpixel 10 4 flip pfpixel 4 3 flip : pfpixel 5 3 flip : pfpixel 6 3 flip : pfpixel 7 3 flip : pfpixel 8 3 flip : pfpixel 9 3 flip : pfpixel 10 3 flip pfpixel 21 7 flip : pfpixel 22 7 flip : pfpixel 23 7 flip : pfpixel 24 7 flip : pfpixel 25 7 flip : pfpixel 26 7 flip : pfpixel 27 7 flip pfpixel 21 6 flip : pfpixel 22 6 flip : pfpixel 26 6 flip : pfpixel 27 6 flip pfpixel 21 5 flip : pfpixel 22 5 flip : pfpixel 26 5 flip : pfpixel 27 5 flip pfpixel 21 4 flip : pfpixel 22 4 flip : pfpixel 26 4 flip : pfpixel 27 4 flip pfpixel 21 3 flip : pfpixel 22 3 flip : pfpixel 23 3 flip : pfpixel 24 3 flip : pfpixel 25 3 flip : pfpixel 26 3 flip : pfpixel 27 3 flip rem moving the PF if q=255 then q=40 last time i had only the column moving left and right, now i includet one from the middle to top and bottom if q>40 then q=0 ... the frame 1-4 are stronger than 5-6(vertical columns), i mean the verticals do not appear on the screen, if i delet frame 1-4 they are working if k=255 then k=30 if k>30 then k=0 if q<=r then goto frame1 rem:=> 10 if q<=s then goto frame2 rem:=> 20 if q<=t then goto frame3 rem:=> 30 if q<=u then goto frame4 rem:=> 40 if k<=h then goto frame5 rem:=> 10 if k<=i then goto frame6 rem:=> 20 if k<=j then goto frame7 rem:=> 30 framereturn drawscreen if joy0right then q=q+1 : goto main if joy0left then q=q-1 : goto main if joy0up then k=k-1 : goto main if joy0down then k=k+1 : goto main if joy0fire then e=e-1 goto main frame1 playfield: X..X........................X..X X..X........................X..X X..X........................X..X X..X........................X..X X..X........................X..X X..X........................X..X X..X........................X..X X..X........................X..X X..X........................X..X X..X........................X..X X..X........................X..X end goto framereturn frame2 i deletet frame 2 - 7 cause its to much text for the posting => testtest.bas goto framereturn -------------------------------------------------------------------------- so far this are my questions for now,... some more will come for shure... by the way,... my respect to everyone who spend his time helping others to solve their problems... Tom testtest.bas testtest.bin
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