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Lillapojkenpåön

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Everything posted by Lillapojkenpåön

  1. That was the cause of my first bug that took me 3 months to figure out, so I'm not making that mistake again but thanks for the help everybody. I think this line was the culprit.. I made a on goto jump and tried to return from it like this.. if _PEEK_Frame_Counter < 3 then goto _roger else goto _roger2 It stopped crashing when i changed the nybble counter to a regular old bit.. after changing exactly everything else.. I thought PRGE would be a good deadline for a NEW DEMO so here it is. Hold down on any joystick while booting or restarting to start with 9900 points and 5 megablast if you wanna see the new BOSS and SPECIALATTACK quicker.
  2. After reading through Randomterrain again this seems like a possible explanation for the weird bugs.. "Using complex expressions might result in a localized overflow (that is, an intermediate value that exceeds 255 or is less than zero) if sub-expressions are not well-constructed or variables allowed to get too large (or small, as the case may be.) Also, complex statements, functions, subroutines, and bankswitching all use the stack, so using excessively complex statements in a nested function or subroutine may overflow the stack into the variable space, causing weird bugs. However, stack overflows are still considered to be somewhat unlikely." I guess I will have to change as much as possible around and hope for the best.. I want to get rid of that bug before I make a big baws! Wish I knew what "intermediate value" "sub-expression" "complex functions" "nested function" meant exactly? An explanation of how you manage to get an intermediate value to exceed 255 or less than zero would help? Or how you keep that from happening. It seems like it takes approximately the same time before the game crashes every time, so maybe it has something to do with the fixed point variables and the speed increase, like that it ends up on some speed that results in some intermediate value being to big or small?? I'm just going with my intuition now
  3. Hello everybody at the forum! I am currently taking a culture-entrepreneur training course that's focusing on project management. I've chosen to finish this game as my project, and after all kinds of internal/external analasys it seems like the only way this game isn't finished and awesome real soon (within 15 days) is if I don't get a little help from you good people with the stuff I'm not familiar with, it's not much and I'm willing to compensate for your help to get it done, making an Atari 2600 game is one of my lifegoals after all. PM me if there's any chance you could help with any of the following: Just taking a quick look at my pedagogical code to look for possible optimisation improvements. There should be lots of stuff, especially with the sounds. Playing my demo untill it crashes and telling me why? I don't understand the stella debugger yet. Right now weird stuff happens sometimes.. Like a player will all of a sudden have the wrong colors when it respawns (player6 i think) and when you kill him, player8 (top right corner) will respawn at the same time as another robot that comes from outside the screen, might be a nusiz copy? and shortly after that the game resets to the titlescreen. Box Art!!! or just an illustration that could be used for that. Might be overkill.. but a simple custom kernel, just commenting out some unused stuff, if that's even how it works?
  4. my free RAM is also 0, was that not the issue? My game has started to freeze randomly and sometimes resets to the titlescreen, I have no idea what's going on, but when I press the tilde key the word ram appears many times?
  5. 1.6 looks great, rock steady. When I go from the titlescreen to the game the score jumps one pixel to the left, same in 1.5. I've modified both score fonts the same way, six pixel wide numbers with one row of nothing on each side, how do i fix it?
  6. The exact opposite of the answer I was hoping for. You will make yourself eat those words one day!
  7. Thank you, looks even better now but overcycles slightly sometimes, I will upload the improved demo 5 when it doesn't anymore. I would like to ask the experts when does "on goto" becomes more efficient than comparing a counter several times, especially with a nybble counter like with this four frame animation example.. temp6 = _PEEK_P1_Counter on temp6 goto 0 1 2 3 4 1 player1 graphics goto 0 2 player1 graphics goto 0 3 player1 graphics goto 0 4 player1 graphics 0 --------------------------------------------------- or is comparing the nybble counter four times every time like this better.. if _PEEK_P1_Counter = 1 then player1: player1 graphics if _PEEK_P1_Counter = 2 then player1: player1 graphics if _PEEK_P1_Counter = 3 then player1: player1 graphics if _PEEK_P1_Counter = 4 then player1: player1 graphics After how many compares approximately does the on goto become faster?
  8. Is it possible to decide where the object appears, to write something with it like LIVES or PAUSE?
  9. The update seemed to work fine, but the pal60 bios would not load dpc+ games, but regular games worked.
  10. My harmony encore stopped working after a power out while loading a dpc+ game, I tried eeloader_104e_PAL60 and hbios_105_PAL60, but it would no longer load dpc+ games, just spin, tried updating twice and turning off the console, but it would only load regular games? eeloader_104e_NTSC and hbios_106_NTSC works great but i prefer the green letters, should I just have tried a third time?
  11. You shouldn't Found a game crashing bug right after posting it, took me forever to find it, It seemed to happen randomly when executing megablast, but now I know it was only when holding left or right because the wheel animation nybble counter could end up on number that didn't have a label, so it would run over all wheel frames and crash the game. Haven't touched it since, other than adding a power up that gives you a bigger weapon and adding the abbility to snag the special missiles with the megablast and perfecting the hitboxes.. ok i've done a couple things, but I should really try and finnish it as best I can sometime and upload the .bas
  12. Thanks for the kind comments and suggestions, updated demo that's a bit easier on the eyes. Changes include: Random player respawn Explosion sound effect New score font (modified version of the snake font by revenge) Enemies shoot rapidfire and special-missiles Color and graphics changes Fixed point movement for everything Temporary titlescreen No bugs that i've noticed. The shooting sound effect is straight from a Random Terrain example btw.
  13. We mistook you for one of the great guys this place is known for, but the poetry in your diary revealed your true moral and ethical principles along with your greatest weaknesses, leaving me in a position to destroy you at any given moment. I'm choosing to feel sorry for you instead, for now..

  14. Thanks for the feedback and controller tip, just ordered one of those beasts. I'm using all the sprites and objects allready but I'm trying to make it challenging in other ways.
  15. Thank you, really cool and weird seeing someone playing it Hopefully it will become better when I get the enemies to speed up depending on your score. Here's a question Does any examples of dpc+ playerpointers exist? It would free up ALOT of space that could be used for atarivox.
  16. This is my first attempt at batari basic, it has stood still for awhile so i'm posting it so I'll have a place to ask questions and finish it. It's a twin stick shooter, I play it with two sega mega drive arcade sticks. RAILSLIDER PAL60 - 2019-02-22.bin
  17. Thanks alot. Do you have to save before switching between patterns? Even though I think I did, it would have old stuff when i switched between them. I messed up the auto hat pattern and opened an old version of the tune but it didn't change the pattern. After messing around with it for a couple hours I couldn't undo, or do anything else, fortunately I could save and reload the page, but then I could choose between opening two files called demo4, both different and both had different stuff I had allready changed. I still managed to create a pretty cool short loop using only one channel. song.bin
  18. I tried to send you a message earlier Thomas but it said you couldn't receive any new messages..
  19. I'm also doing a zombie shooting multisprite game (dpc+) I'm to shy to start my own thread so I will post it here tonight ok?
  20. The physics and smooth animation made it fun just driving around on the buildings, am i crazy or would it be possible to also turn this into a micro machines/rc pro-am style racing game? The mini map is the only problem I can think of.
  21. The first 2600 game my girlfriend played, it's her favourite game now, she calls the extra point pixels "crystals" Perfect imagination for 2600 games. My atarivox didn't say anything on this game on one player, so I thought maybe you need two player for speach, Is that possible? Like a genesis extension cord to a genesis multitap? Or maybe soldering the atarivox into the 2600 internally.. With built in speakers in the speaker holes, that would be cool.
  22. Jag sålde E.T med svensk manual för ett tag sen. http://www.tradera.com/item/302272/246780896/atari-2600-spelpaket Och lite annat gött som gick lite väl billigt. http://www.tradera.com/item/302272/249193461/atari-2600-supreme-deluxe-paket Räckte till en harmony encore och atarivox+ vilket jag är riktigt nöjd med och kan rekommendera till alla som inte har.
  23. If you make a simpler collision example sometime, I would suggest including a death animation, you know the classic one where you shoot a sprite and it turns into particles. I couldn't find a single bB game that had that. I made a working routine but i had to put duplicates of all the other sprites animation (walking) frames inside it, and they usually pick up at the wrong animation frame when one of them dies. Btw if s=10 then player1-9: %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 end If I don't want player3 in there, how would that look if possible?
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