Lillapojkenpåön
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Everything posted by Lillapojkenpåön
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Is it possible to put all the animations of a sprite into one long sprite and change the pointer to which line to start reading from like I've seen done in the standard kernel? And would the sprite be limited to 255 lines tall then? Here's an example to copy and add to, let's say I added 5 to the variable f every frame and wanted that to be the offset, what would that look like? asm LDX #<mytext1 STX player0pointerlo LDA #((>mytext1) & $0f) | (((>mytext1) / 2) & $70) STA player0pointerhi end
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3) Data and Player Graphics (Minikernel Developer's Guide)
Lillapojkenpåön commented on Karl G's blog entry in Karl's Blog
I've gone through the easy 6502 tutorial twice and the collect tutorial atleast twice in the past but something about this little tutorial makes everything fall into place. When you're done with all parts it would be nice with some notes at the end of each part on what differs in the DPC+ kernel (playerpointers for example) and a counterpart example. Thanks again! -
INSPIRING!
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Here's a start, you where not writing anything to the score anywhere so no wonder it doesn't change MonkeyKing0.13.bas
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Robot Zed New Version. Run through randomly constructed levels!
Lillapojkenpåön replied to Sprybug's topic in batari Basic
Nice stuff above my head, don't know if possible but I think it would be nice if when you exit the level at the right you enter the next level positioned at the right and play that level running to the left, alternating every level, just a thought. -
bB with native 64k cart support - 1.1d.reveng
Lillapojkenpåön replied to RevEng's topic in batari Basic
warning(5785): missing matching end to " asm" warning(): Found 136 commands that use end, and 135 "end" commands. That one? So it's a bug, I've tried to solve it many times, VisualbB_Build_568_2017y_07m_23d_2157t I encountered something else weird yesterday, my smartbranching broke and I got a label mismatch on ALOTTTT of labels, but all I had to do was remove a bunch of commented out stuff and it worked again? But considering how many labels I have and how much commented out stuff I had, no one else will probably ever encounter this. -
Well I was hoping someone with a little bit more assembly knowledge would cut it out and turn it into a standalone, with the features I suggested, and also had no Idea you could do that? Are you saying the blank space will be transparent and show my playfield and everything else if I do that? And as RevEng said it uses object position variables, but maybe that's easy to change?
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No that I could live without But when you pause my game the first 3 digits of the score shows how many lives you have left and last 3 how many megablast you have collected and I would really like to be able to show that to the player without having to read a manual, since keeping track of that will be key in the gameplay, so maybe a short pause text followed by LIFE , MEGA and possibly a nice little copyright logo on gameover or a megablast text when executing a megablast, I would do the most out of it! My basic garbage junk would turn into a GAME!!!!!!!!!
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I was only planning to use it during my pause and game over loops where I have variables to re-use and time to spare for a bankswitch, probably don't have 12 consecutive vars tho so dim BitmapKernelVar1=o dim BitmapKernelVar2=k etc. would save me alot of trouble. And would be ideal if it could be included anywhere like the titlescreen kernel and only runs when you jump to it or fall into it instead of all the time once included That would be the fuel I need to justify spending more time on finishing my game!
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I would really like this in a dpc+ game! Would it be to much to ask for a dpc+ comptible version? And looks like this kernel needs some minor update maintenance to look like in the pictures again?
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I've been wondering about some semi-related stuff.. I remember reading that the DPC+ kernel had built-in virtual player hit detection and that the Y-value of the hit player was in temp4 after drawscreen but that the value could be a little bit wrong, is that still implemented in the kernel? I've never seen anybody use it so just seems unnecessary if it is. And I've never tampered with playfield collisions so I don't know how it's done but could you use the same technique for a moving sprite to get a hitbox that's exactly or closer to the sprites shape instead of a square?
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It was probably that I had moved the pictures to a different folder. Will test, thanks for the update maestro!
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What might be the issue if it says not a valid titlescreen file when I try to open my xml titlescreens? And is the following a related fixable timing issue.. On my PAL console the high score text is centered above the score, and on another NTSC console it's aligned to the right like in stella
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I have a related question.. Does storing values to DF0HI, DF0LOW and DF0PUSH take alot of cycles similar to using the stack?
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Got it to work colorchange (5).bas
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It didn't look exactly the same but the zero was messed up in a similar way (on the right side) on my PAL light sixer to.
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Ok I fixed that, and changed every temp variables to regular ones, moved some stuff around and tried different things until I thought it could only be the value for DF7LOW that's wrong, so I changed it to a counter and thought it must hit the right number some time and have some effect? So right now in stella the pf and bgcolors scrolls and you can change colors with the fire button, but on real hardware it has no effect.. d=d+1 ;df7low counter if joy0fire then chroma = chroma + 16 DF7HI = 10 DF7LOW = d ;.............................rails PF_line = 0 PFColor for e = 1 to 9 DF7PUSH = zonelumshift[PF_line] + chroma PF_line = PF_line + 1 next ;...........................top wall PF_line = 0 DF7HI = 11 DF7LOW = d for e = 1 to 10 DF7PUSH = zonelumshift3[PF_line] + chroma PF_line = PF_line + 1 next ;...........................bottom wall PF_line = 0 DF7HI = 11 DF7LOW = d for e = 1 to 10 DF7PUSH = zonelumshift2[PF_line] + chroma PF_line = PF_line + 1 next Just a normal display of the colors in the initialization???? colorchange (2).bas
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I really need some help with my question above.
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My titlescreen gets a VERY similar character on the hundred thousand digit but I'm using a different font to, I thought it was because I didn't use DEC but might be this bug, it's not in the game only when returning to titlescreen after a game, I have a PAL light sixer.
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I've been playing around with changing the pf and bgcolors for a couple days and came up with a really cool thing for my game but now that I got a chance to try it on real hardware it doesn't change anything, so I tried jrok's code and it works in stella but just boots a black screen on real hardware (mine atleast) Here's my little test that does boot up but doesn't change anything like it does in stella, Something wrong with my code? like byte offset (I used the d variable to pick those numbers) or has this never worked on real hardware? colorchange.bas
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If you're using DPC+
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It works in DPC+ but the scoregraphics seems to go in bank 1 so I could only fit one letter (after commenting out vblank and minikernel) Any smart solution to that? Doesn't have to be pretty Keeping the numbers where they are (if that's for speed) and putting the letters in another bank/table with inline assembly maybe? I want to have waves so when the wave changes I will jump to a wave change loop that doesn't do much else except change bg and pfcolors so I'm picturing something like this.. _sc1=$AB somehow from a different bank òr table or with inline assembly _sc2=$CD somehow from a different bank òr table or with inline assembly _sc2=wave variable WAVEPS=wave.pavse, PERFECT! the two words I really want in my game, I hope there's a way.
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Nice lightning effect, I like these kind of games Would either atari2600land or neotokeo2001 like to upload the scoregraphics so I can see how to add letters?
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Yup, If you use the bios_updater_NTSC.cu included here and hbios_106_NTSC.bin from here Instructions here
