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My A8 port of this game called "Fly Hunter 10L" was submitted to the 2024 BASIC tenliners contest. The source code and the "binary" are available in my tenliners page. I also published a YouTube video of it. I know it is not as beautiful and full of animations like the original, but I think that the gameplay of my simplified version is quite good (and adictive) for a tenliner 😎
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Elementary question about the sprites
vitoco replied to H4plo's topic in Atari 5200 / 8-bit Programming
Just forget the resolution of the playfield. Use the P/M resolution everywhere. BTW, you can use any value in the range 0-255 for HPOSPx register, which means that you can even put a player outside of the playfield area. And if you want the player to be inside the playfield, you should use from 48 to (208 minus 8*width_of_Px). -
(deleted)
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I've done a very simplistic version of your game. Just 1191 bytes of BASIC source code (less than 120 bytes per line, 10 lines in total). I programmed a simplified splash and a wavy fly of the fly, but had to remove them as well as other features in order to fit the 10 lines of code and to increase the playability. I also changed the bitmaps and the colors. I hope you like them... 😬 I'll publish the "making of" and the source code in my tenliners web page, and I'll link this thread using your nickname as the author of the concept. Please send me a PM if you want me to include your real name. That would be great!!!
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I saw this game in ZPH Show and immediately thought about writing a BASIC tenliner port of it for the A8. I hope you don't mind if I preserve the look and feel, and the game name, @8bitPoet 😬
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I said that because there are two identical links (actually there are three). BTW, I know I said that I updated that to 28th, but as you didn't update the "declared complete" date in the listing, I noticed that the update of my page failed the same way my previous post did, but that I could retry it and forgot to check my page. It is now updated.
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Please update the date. The V2 release was just 7 hours later than the original release. I just updated my page: 2024-02-28. For the final "binary", you can link directly the disk image: ROADRUN.ATR. As it is an Atari BASIC game, the Atari computer must be powered on with BASIC ROM (without pressing OPTION key).
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In my experience, the main problem was the poor quality of the diskettes I used. It took me some retries to get all diskette sectors at least once for many of them, and then merge the resulting ATRs to build a good disk copy (in some cases I just ignore a read error because it was over an empty or irrelevant file sector like DOS's). I used a 1050-2-PC cable (similar to SIO2PC) to connect the 1050 directly to a PC, and ProSystem software with log enabled to get a map of good/bad sectors and then use a script to perform the merge using those maps. I also used (a few times) a SIO2SD device to copy disks using any disk copier in my 800XL, including a BASIC one I wrote to perform the sector read retries over unstable diskettes (but it was so slow).
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2024 BASIC Tenliners Contest is calling us!!!
vitoco replied to vitoco's topic in Atari 5200 / 8-bit Programming
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2024 BASIC Tenliners Contest is calling us!!!
vitoco replied to vitoco's topic in Atari 5200 / 8-bit Programming
Sometimes I have to decide between X and Y features, because there is room for only one of them, and I keep the one that maximizes the gamplay. Sometimes, while I'm writing the comments for the required explained source code, I find better ways to code something. Sometimes I find that two statements could be reduced to just one with a variable that changes the behavior to the corresponding one. Sometimes, when the order of the statements does not matter, I could make them fit better in the lines. And sometimes I move to the next category and include all the features that I want... -
2024 BASIC Tenliners Contest is calling us!!!
vitoco replied to vitoco's topic in Atari 5200 / 8-bit Programming
That's why I got a negative number!!! 😂 Sometimes my showers are looooong while I'm trying to solve this kind of problems... 😉 -
2024 BASIC Tenliners Contest is calling us!!!
vitoco replied to vitoco's topic in Atari 5200 / 8-bit Programming
n=129:m=&"0123456789ABCDEF"+1:b=p.(m+n/16)*256+p.(m+n&15) The string actually is this sequence of chars/bytes: $00,$03,$0C,$0F,$30,$33,$3C,$3F,$C0,$C3,$CC,$CF,$F0,$F3,$FC,$FF -
In my BASIC tenliner games, I usally have a main loop with a global counter. Then, some subroutines are performed depending on that counter (a condition using a modulus function for instance). In that way, some routines are executed on each loop, some routines every other loop, or even the same routine using different "parameters" on each call. Sometimes, the routines are called based on an "is X element active?" condition. An X element could be a player, a bullet or even a sound effect. You can look some examples in my BASIC tenliners page (Chase Me! is not there yet). Every game has its source code with comments, some in Atari BASIC, some in TurboBasic XL, and some in FastBasic.
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GOSUB just transfers the flow to another statement of the code, saving the position where the jump was done. There is no thread waiting for the subroutine to finish. At the RETURN statement, the flow leaves the subroutine and returns to the saved position and continues with the next statement. Again, there are no multiple threads that could interact or perform tasks by themselves. VBIs and DLIs are another animals in the wild, not directly related to BASIC. Then, if you have a main loop with a counter, you can only increase it after each GOSUB included in the loop is done, one by one. Note that variables are "global" to the whole program. If you set a variable to a given value, then call a subroutine with GOSUB, you can use or update that value from the routine.