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Lillapojkenpåön

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Everything posted by Lillapojkenpåön

  1. I have allready done that, but still want to learn, All different examples are usefull for different things, my first idea of how it could be done wasn't far off, essentially the same. ldy #03 ldx VAR_TABLE,y lda a,x VAR_TABLE .byte #00 ;a .byte #02 ;c .byte #06 ;g .byte #05 ;f but your version is easier ldy #$03 ldx VAR_TABLE,y lda $00,x VAR_TABLE .byte a .byte c .byte g .byte f Thanks alot for the help!
  2. I understand that that's not right but I have to ask stupid questions until I connect the dots
  3. I have tried to find how it keeps track of how many sprites are overlapping and what order to flicker but can't see it? It has to be stored in a byte right? It would be useful to experiment with lumaboost in bB, I would personally like to use it to get a third player to wait if there's allready two players flickering. player1 waits if player2 is flickering player2 waits if player1 is flickering player3 waits if player4 is flickering player4 waits if player3 is flickering I could do that with alot of vertical checking, but that must allready be done somewhere for the flicker management?
  4. Averybody that has the chronological knowledge of stuff like this should make similar posts, it's extremely interesting for newcomers so we can catch up. The only other one I can think of is this http://atariage.com/forums/topic/210361-who-discovered-the-cycle-73-cycle-74-hmove/ If there's more I would like to know about them.
  5. ; POINTER_VAR = VAR_TABLE + TABLE_HEIGHT - 1 lda #<(VAR_TABLE + TABLE_HEIGHT - 1) ;sec ;sbc ObjectY sta POINTER_VAR lda #>(VAR_TABLE + TABLE_HEIGHT - 1) sbc #0 sta POINTER_VAR+1 ldy #3 lda (POINTER_VAR),y VAR_TABLE: .byte NUSIZ9 .byte m .byte m .byte f .byte a .byte NUSIZ8 .byte l .byte g .byte h .byte o TABLE_HEIGHT = * - VAR_TABLE Would that load the value of the f variable?
  6. I don't understand it correctly I think, can you give an example? I want to have different ram adresses in the table (that are not consecutive) and load the value of that adress I want to make this re-usable LDA P1_Counter ; P1_Counter is a ram byte this compiles but I think it loads the ram adress instead of the value of that ram adress? It doesn't work as the code above atleast LDY #0 LDA _player_counter,y _player_counter .byte P1_Counter, P2_Counter....etc. if I try the other adressing mode I get Value in 'lda (_player_counter),y' must be <$100
  7. Wow, this is going to be a simple classic like wall jump ninja for shure, A simultaneous two-player option might be something to consider? with two different colored players. The beam animation wouldn't be as detailed and have the color of something else but would still be cool! Maybe do the best one player game possible first and then an alternative two player rom, I would do both side by side tho, if it's even possible that is. Now that I think about it you could keep it exactly like the original with no weird colors and two players one white player and one some other color use white players missile as the aim thing and change nusiz, then use the ball as the falling brick, horisontal ones could be done with bgcolor and changing pfcolor on the same lines right?? I have no idea if that's a good way of doing things, you couldn't have many beams at once, I'm just brainstorming loudly
  8. Thank you, that worked, but is there a way to load and store the value of bytes from a table like i tried? if I run into a situation that might require that?
  9. If I have a big chunk of code that I want to re-use for eight virtual sprites using index registers, is that possible if the code contains bit operations? Like instead of doing this LDA NUSIZ4 ORA #64 STA NUSIZ4 doing something like this? LDX #0 LDA _byte,x ORA _bit,x STA _byte,x _byte .byte NUSIZ4 _bit .byte #64
  10. Thanks for the quick and detailed info! I will try changing it around next time I encounter it, I changed it to this which seems to work fine asm LDA player2y CMP player1y BCS .skipwait CLC ADC #24 CMP player1y bcs ._wait .skipwait end
  11. I noticed that this line.. if player2y < player1y && player1y < player2y + 24 then _wait outputs this assembly LDA player2y CMP player1y BCS .skipL01207 ; complex condition detected LDA player2y CLC ADC #24 PHA TSX PLA LDA player1y CMP 1,x if ((* - ._wait) < 127) && ((* - ._wait) > -128) bcc ._wait else bcs .20skip_wait jmp ._wait .20skip_wait endif .skipL01207 what does this do and why? PHA TSX PLA LDA player1y CMP 1,x Is that why you should use <= and >= instead? My wild guess is that there either isn't a smaller then or bigger then in assembly, that one of them also checks if equal to, so that part adds 1 to compensate for that?
  12. How can you get a show there if the atari is plugged in? My philips tv has a analog mode called just "TV" and when my atari is in the coax that's the only thing I'm gonna find on those channels. I only had my atari hooked up to the tv when I did my search, try that.
  13. That has happened to me when using on goto on a goto _0 _1 _2 _3 _4 and the code that made shure the a variable goes from 4 to 0 was skipped under certain circumstances resulting in a number that had no label it could happen even if you just used if thens if a = 0 then goto _0 if a = 1 then goto _1 if a = 2 then goto _2 if a = 3 then goto _3 if a = 4 then goto _4 if it's not one of those numbers it will fall through to whatever is underneath it which can result in crash and resetting to titlescreen
  14. While you're dabbling with scores and the difference between titlescreen and bB score code, would you mind either sharing here or send me some code I can replace the titlescreen score code with that works exactly like in bB? Atleast when you're using DPC+ option in titlescreen the score is one pixel further to the left then in bB, I've tried to adjust it but I'm not there yet.
  15. Thanks for the help ZackAttack and AkashicRecord! The stars are one missile and the ship is the other missile and you can't tell but there's no hmove bars.. I tried to do the positioning in overscan, store the result in variables and just load them during the repos in the kernel to keep it one line only, I didn't get it to work, but I also realised right now that I probably stored the finepos back to the integer variable so better try again with different dedicated variables.. Is that possible? Repositioning that takes less then two lines?
  16. I would like an available bB splashscreen, that would be great
  17. Thanks alot for sharing so much information! I'm now decrementing and I see what you mean Some follow up questions.. Can I DCP the a register somehow instead of a byte? What does this do? eor #$FF ; ... adc #$F9 ; it's complicated... And the magic number 46? That's it for now
  18. Semi related.. There was an extremely rare unlicensed version of circus atari for the mega drive/genesis called tom clown, it was dumped by some russians just a couple years ago, it's pretty good
  19. Thanks alot man!!! I've been working with this all day and I'm to tired to write all my follow up questions now but I will tomorrow! I'm currently repositioning M1 four times down the screen, the first one in vblank and the others in the kernel obviously.. My linecounter increments since I need to think right side up for now, and I reposition when the linecounter hits #30 #60 and #90, at the same time I also store the linenumber I want the ENAM1 to happen in temp5 so it gets enabled later like this, they only need to be one scanline tall so that's enough. ldy #1 cmp temp5 beq DoEnam1 .byte $24 DoEnam1: iny sty ENAM1 What I haven't really grasped yet is the fastest way to check if it's time to reposition? I was thinking that maybe I can check a bit in the linecounter instead (if there's a bit that turns on four times) Or if I'm suppose to try and skip the regular wsync on the reposition frames where there's allready two wsync? And how I get rid of the shearing when the missile is at the far left? And about a thousand other things.. my head is burning
  20. I would like some kernel exmples, I could write a kernel but it would be incredibly bad since I'm new to this and haven't followed the progress in vcs development which is probably lightyears from my primitive way of thinking of it by now.. I'm currently looking at this since I want to reposition stuff. My current and first kernel does the exact same thing (everything) every scanline, and repositioning takes up two scanlines, doesn't that mean I can't draw anything on those two scanlines? Or am I thinking completely wrong there?
  21. I don't think anybody picked up on this very generous offer, maybe you will be the one
  22. Yup, this is still my favourite bB game because of the smooth subtle effects, makes it feel more like the arkanoid type games I played on PC as a kid
  23. Not shure if it's realated to the overcycling but sometimes during the countdown one of the river pfpixels isn't moving
  24. Great!! PERFECT!! The one day I didn't check the bB part of the forum Haha so funny to see you trying to figure it out especially when you got mad at Aerlan for shooting the big orange missile when you where trying to capture it, THAT IS how you capture it he got an extra life there, you get 100 points per life after killing the boss who shows up every time the ten-thousand digit rolls over, the speed of the robots, their missiles and the railslider speeds up very slightly every 100 points. Big green missile = power-up weapon (alot easier to hit the missiles with). Big blinking missile = one extra megablast (executed with the P0 button if you have one or more). Pausing with P1 button shows how many lives and megablast you have. The pink missile is the boss making his presence known, it just forces you to the side and adds some difficulty. The S thing during the boss is currently the way to slow the gamespeed down again, there's three during every bossfight. I tried the game on real hardware after uploading and found a pfscorecolor bug and realised it was alot harder with the edladdin then with keyboard and I couldn't even get to the first boss and wavechange, so I made a temporary rom for my trusty tester that enables the power-up weapon at all time, I should have sent you that instead. The music is just a placeholder. The matching color on the spinning thing and the horizontal missile is because they are P1 and M1 and M1 takes on the color of P1 when they are on the same lines. The explosion animation is not from frantic but it is part of a firework animation I found in the intellivision section by someone who encouraged people to use it. and that I plan to give credit to if this ever gets finished. The gameplay demo is completely random so not a good teacher, and that score is not saved as highscore. I haven't finetuned the gameplay at all, but thanks for trying it atleast! Now I know it overcycles on a NTSC console
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