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About Lillapojkenpåön

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  1. Nope it's in there, I just put it after drawscreen so you have as much time as possible for the init code, and don't overcycle, Fn + F2 worked, thanks. EDIT: Oh you mean the one at the top, that's just a comment.
  2. I can't seem to map my keys in any of my stella versions, when I open it up again reset is back to F2, which just lowers the volume on my computer.
  3. I did the same thing, but can't get anything to happen, does this work for you? set kernel_options player1colors playercolors pfcolors reset loop ;drawscreen ;if switchreset then loop player0x = 75 player0y = 80 COLUBK=$15 playfield: ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end player0color: $FC; $FC; $FC; $F4; $F4; $F2; $F0; $F0; end main if joy0up then player0y = player0y - 1 if joy0down then player0y = player0y + 1 f=f+1 rem POSSIBLY INEFFICIENT CODE, SEPARATE COLOR INFO FOR EACH FRAME... if f = 10 then player0: %01100110 %00100100 %00100100 %11111111 %00111100 %00111100 %00111100 %00100100 end if f = 20 then player0: %00000110 %01100100 %00100100 %11111111 %00111100 %00111100 %00111100 %00100100 end if f = 30 then player0: %01100110 %00100100 %00100100 %11111111 %00111100 %00111100 %00111100 %00100100 end if f = 40 then f = 0 : player0: %01100000 %00100110 %00100100 %11111111 %00111100 %00111100 %00111100 %00100100 end drawscreen if switchreset then goto reset goto main
  4. Ok, the bonus points you get for your lives does increase throughout the game tho, but maybe that's just every sector, did it mentioned that? It get's very rewarding when you start getting up there, and the amount per each life is over 1000 points. So the strategy I used was to not bother so much about killing the big ship in the beginning, use the three missiles that can destroy anything in any critical situation just to keep your lives, it wil pay off, and never chase the chirpers, it will make you loose focus on everything else that's going on, but if you can get it from your position that's good.
  5. I'm watching it now and you're playing my favourite 2600 game BEAMRIDER! I never had a manual, but I did get to sector 99 with 999999 points on advanced settings 😎 I used to kill all the enemies so fast I had to leave the last one so my extra life would spawn. The game is pretty straight forward, except I never understood what those things that fly across the screen was or does, I did notice there's three per sector if you wait long enough, I felt like if I shot all three it would increase the score I got per extra life after killing the big ship, but I might have imagined that? https://www.twingalaxies.com/game/beamrider/atari-2600-vcs/pal-game-1-difficulty-a-points/ I hope to get a hold of the rare patch one day.
  6. Btw, there's alot of overcomplicated code in down you can change this ;if temp6 > 19 then temp1=0 else temp1=10 ;after that xpos, the floor is the 8th pfrow, else it's 10 ;if temp4 < temp1 then goto _box3 ; if ypos is not at the floor, treat pf as box to this if player0x < 91 && player0y < 72 then goto _box3 in up change this ;if temp6 > 19 then temp1=100 else temp1=3 ;after that xpos, the floor is the 8th pfrow, else it's 10 ;if temp4 > temp1 && temp4 < 10 then goto _box4 to this if player0x < 91 then goto _box4
  7. Having no collision detection with the pillars up there was the best I could do collision_prevention_9.bas
  8. vs is suppose to come with something called nmake, but I don't know how to use that either?
  9. I downloaded make from here http://gnuwin32.sourceforge.net/packages/make.htm and added it to PATH variable I called it "make" and tried a couple different variations C:\Program Files (x86)\GnuWin32\bin C:/Program Files (x86)/GnuWin32/bin/ C:\Program Files (x86)\GnuWin32\bin\ C:/Program Files (x86)/GnuWin32/bin but that didn't work. I also found a make in \msys\1.0\bin and added that to PATH but it still doesn't work Last time I tried to add dasm to PATH I also never got it to work
  10. Oh, I usually use mingw32 for make yup, they have a makefile
  11. I tried "make" for compiling one of the cdfj examples and it didn't work make : The term 'make' is not recognized as the name of a cmdlet, function, script file, or operable program. Check the spelling of the name, or if a path was included, verify that the path is correct and try again. At line:1 char:1 + make + ~~~~ + CategoryInfo : ObjectNotFound: (make:String) [], CommandNotFoundException + FullyQualifiedErrorId : CommandNotFoundException but custom and default works, so they all look for a makefile?
  12. y-8 is the top of the player The reason you remove 16 (or 17) from playerx is beause playerx starts from edge of the screen while pfx starts 16 pixels from the left, and you want them to be at zero at the same time same exact thing with playery, because of the long pfpixel the fourth pfpixel is very far down playery will be way to much when it gets down there for them to line up, so we remove that distance before sending it to pfread the division makes playerx and y values increment and decrement slower when moving since there's 160 x positions but only 32 horisontal pfpixels and 88 y positions but only 11 pfrows 160 - 16 on each side divided by four is 32 88 divided by eight is 11, your'e using divide by four since you have 22 row resolution on that part of the screen Here's some stuff that might be helpful if you want to change the values to fit your sprite /* for an 8x8 pixel sprite as in this case leftmost pixel = player0x - 17 rigtmost pixel = player0x - 10 (-17 + 7, the eight pixel is seven pixels away from the first) top pixel = player0y - 7 (sometimes - 8 works better) bottom pixel = player0y (sometimes - 1 works better) one pixel to the left of sprite = player0x - 18 (-17 - 1) one pixel to the right of sprite = player0x - 9 (-17 + 8 = -9) one pixel above = player0y - 8 (-9 if - 8 works better for top pixel) one pixel bellow = player0y + 1 (+0 if - 1 works better for bottom pixel) ; 00111100 7 ; 01111110 6 ; 11000011 5 ; 10111101 4 ; 11111111 3 ; 11011011 2 ; 01111110 1 ; 00111100 player0y ; player0x ; ↓ ; ↓1234567 ; ↓ ; 00111100 ; 01111110 ; 11000011 ; 10111101 ; 11111111 ; 11011011 ; 01111110 ; 00111100 */ Cleaner collision_prevention_7.bas
  13. The problems are that you are using pfheights, different sized pfpixels. And also only one pfpixel conversion: e=((player1x - 16) / 4) :f=(player1y - 8) / 8 You need to do alot more conversions, especially if you want to get rid of the sticky collision detection and use collision prevention. In the most important area your pfpixel height is four, that's the resolution of a 22 row playfield so divide by four instead but you also have to account for the very long pfpixel, so it should be something like this instead e=((player1x - 16) / 4) :f=(player1y - 8 - 34) / 4 This is far from perfect but works well, you can throw away the box with fire button. collision_prevention_6.bas
  14. It happens when I change a variable to a constant in the standard kernel const hmm = 4 ;dim hmm = l ;l=4 The variable just held that number
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