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rpgfaker

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Everything posted by rpgfaker

  1. Well I can only agree with BigO and Reaperman. As for the rest of ya get a life ya fucking fanboys
  2. Maybe on Craigslist..I'd rather keep it local. what systems do you play right now?wii?360?older ones?ive been playing wii alot lately ,mario galaxy 2 is great! Well all I have atm is PS3 and PSP and after going through about 20 games on PS3 I can't find anything I want to play anymore plus the next few months don't have anything interesting, well to me anyway. Hmm.. that Black Wii sure looks interesting..lol
  3. I know your post was 5 months ago, but I can work on combining a few of the samples, yes. I just posted another sample that demonstrates how to use bankswitching. Steve As requested, I added another demo file (#14 in the first post) that shows how to combine a moving animated player sprite with the ability to fire in any direction, including diagonally. Steve Hi Steve I was playing around with this code and made an alternate version rem *******alternative move and fire in 8 directions + animation, variable cost = 7 rem modification saves 18 bytes adds 1 variable & fixes player reflection rem ------------------------------------------------------------------------------------ rem Demo for moving an animated sprite that can fire a missile in any direction rem rem You can move around your sprite and fire in any direction. rem rem In trying to keep this code as short as possible, I left out the following: rem There is no collision detection rem There are no enemies to shoot at rem player movement is not restricted, you can move off of the screen rem There is no defined playfield rem ---------------------------------------------------------------------------- rem ---------------------------------------------------------------------------- rem Variables rem rem I set the inital direction of the joystick to RIGHT, so when you start rem the game for the first time you're able to fire the gun before you move rem rem ---------------------------------------------------------------------------- a=76 : rem player1x location b=50 : rem player1y location c{1}=0 : rem Turned on if the last location of the joystick was UP c{2}=0 : rem Turned on if the last location of the joystick was DOWN c{3}=0 : rem Turned on if the last location of the joystick was LEFT c{4}=1 : rem Turned on if the last location of the joystick was RIGHT c{5}=0 :rem Turned on if the last location of the joystick was UP+LEFT c{6}=0 :rem Turned on if the last location of the joystick was UP+RIGHT c{7}=0 :rem Turned on if the last location of the joystick was DOWN+LEFT c{0}=0 :rem Turned on if the last location of the joystick was DOWN+RIGHT e=20 : rem Counter for limiting travel of fired missile w=1 : rem Used to determine player reflection (REFP1) rem y is the animation counter rem t replaces the still function from original code rem --------------------------------------------------------------------------------- start rem reset animation control flag t = 0 rem if reflection is switched 'on' by the w variable this keeps it in place if w=0 then REFP1 = 8 if w=1 then REFP1 = 0 rem --------------------------------------------------------------------------------- rem This section sets a value for the last direction the joystick was pushed rem rem This determines the direction the bullet will be fired later, and also rem allows you to keep firing the bullet in the same direction after you rem have stopped moving. rem rem Each time you move, each of the eight possible directions of the joystick is rem marked as on or off with a bit variable. rem --------------------------------------------------------------------------------- drawscreen if joy0up then c{1}=1:c{2}=0:c{3}=0:c{4}=0:c{5}=0:c{6}=0:c{7}=0:c{0}=0 if joy0down then c{1}=0:c{2}=1:c{3}=0:c{4}=0:c{5}=0:c{6}=0:c{7}=0:c{0}=0 if joy0left then c{1}=0:c{2}=0:c{3}=1:c{4}=0:c{5}=0:c{6}=0:c{7}=0:c{0}=0 if joy0right then c{1}=0:c{2}=0:c{3}=0:c{4}=1:c{5}=0:c{6}=0:c{7}=0:c{0}=0 if joy0up && joy0left then c{1}=0:c{2}=0:c{3}=0:c{4}=0:c{5}=1:c{6}=0:c{7}=0:c{0}=0 if joy0up && joy0right then c{1}=0:c{2}=0:c{3}=0:c{4}=0:c{5}=0:c{6}=1:c{7}=0:c{0}=0 if joy0down && joy0left then c{1}=0:c{2}=0:c{3}=0:c{4}=0:c{5}=0:c{6}=0:c{7}=1:c{0}=0 if joy0down && joy0right then c{1}=0:c{2}=0:c{3}=0:c{4}=0:c{5}=0:c{6}=0:c{7}=0:c{0}=1 rem ------------------------------------------------------------------ rem Set color of player sprites and missiles rem ------------------------------------------------------------------ COLUP1=28 COLUP0=28 rem ------------------------------------------------------------------ rem Set initial location of player sprite rem ------------------------------------------------------------------ player1x=a:player1y=b rem ------------------------------------------------------------------ rem Increase 20 to a larger number to make the bullets travel farther rem ------------------------------------------------------------------ e=e+1 if e>20 then e=0 rem ------------------------------------------------------------------ rem Player Movement rem ------------------------------------------------------------------ rem t control variable added to advance animation counter, w ties to reflection if joy0up then b=b-1 : t = 1 if joy0down then b=b+1 : t = 1 if joy0left then a=a-1 : t = 1 : w = 0 if joy0right then a=a+1 : t = 1 : w = 1 if !joy0fire then missile0x=0:missile0y=0:e=0 rem diagonal shots if joy0fire && c{0} then missile0x=player1x+7+e:missile0y=player1y-3+e if joy0fire && c{5} then missile0x=player1x-e:missile0y=player1y-7-e if joy0fire && c{7} then missile0x=player1x-e:missile0y=player1y+1+e if joy0fire && c{6} then missile0x=player1x+7+e:missile0y=player1y-7-e rem left and right shots if joy0fire && c{3} then missile0x=player1x-e:missile0y=player1y-5 if joy0fire && c{4} then missile0x=player1x+8+e:missile0y=player1y-5 rem up and down shots if joy0fire && c{1} then missile0x=player1x+5:missile0y=player1y-10-e if joy0fire && c{2} then missile0x=player1x+5:missile0y=player1y+3+e rem if not moving go to player1 standing position if !joy0up && !joy0down && !joy0left && !joy0right then y=10 rem t is the keytrap tied to joy0 directional movement if active advances animation if t = 1 then y=y+1 rem ------------------------------------------------------------------ rem Player Animation rem Y is the counter for the player animation. You can change the rem animation rate by changing the 30,20,10 to a different rem sequence of numbers. rem ------------------------------------------------------------------ if y=30 then player1: 000110 100100 110100 011000 000000 %10011110 %01100100 010000 011000 111100 011000 end if y=20 then player1: %01000000 %01100011 110110 011100 101000 111100 100100 010000 011000 111100 011000 end if y=10 then player1: 011100 011000 011000 100000 %01011010 %01111100 100100 010000 011000 111100 011000 end rem if animation counter reaches 30 reset it if y>30 then y=0 rem repeat loop goto start
  4. 1 more for Night Driver, I played the hell out of that. Kaboom! rules too and Pong.
  5. Yeah I haven't looked to deep into NES programming but a good IDE(cough*integrated development environment*cough) is a big + to any homebrew, and if I recall from looking into NES programming assembly is the only supported language but that may have changed. I think decent homebrew can be created as long as the game is planned properly and there's enough commented source code available.
  6. I don't know why but when I read that on RT's page I thought it meant "at least 11" I see why now **better summed up with these lyrics from the police And when their eloquence escapes me Their logic ties me up and rapes me De do do do, de da da da Is all I want to say to you
  7. I'm using Stella on the PC to develop bB games and test with the keyboard or download them on PSP with Zx-81's Stella port PSP2600, it's good to have a portable 2600 even if it don't have paddle controllers.
  8. Pong machine in the bowling alley. I was just a kid and the whole concept of putting in a quarter and spinning a dial was fascinating. I was never good at it.
  9. To me out of all the systems I've owned the Genesis had no games worth my time. By itself it's only save grace is it's controller can be used on a 2600.
  10. pfheights dont like pfres, as a matter of fact it left the country. Adding a pfheights to a simple pfres = 32 screen resulted in the NTSC changing to PAL. Didn't see that one coming...the first code is the NTSC pfres screen the second is the same program with pfheights added. Is this not possible? rem batari Basic Program rem created 5/17/2010 6:01:40 AM by Visual bB Version 1.0.0.550 set romsize 16kSC const pfres=32 playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..............................X end COLUBK = $04 COLUPF = $1A loop drawscreen goto loop bank 2 bank 3 bank 4 rem batari Basic Program rem created 5/17/2010 6:01:40 AM by Visual bB Version 1.0.0.550 set romsize 16kSC set kernel_options pfheights const pfres=32 playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..............................X end pfheights: 8 2 2 2 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1 8 2 2 2 2 2 2 2 8 end COLUBK = $04 COLUPF = $1A loop drawscreen goto loop bank 2 bank 3 bank 4
  11. Final Fantasy Adventure for GB. Some consider it part of the Secret of Mana series..but I recall it came out on GB first and in the US it is a FF game. Love it to death but I've never met anyone who likes it. Xena Warrior Princess on PSX not great but I've wasted whole afternoons playing it. Bird Week (JPN) on NES
  12. so does this mean we can use text?
  13. Monster Hunter Tri is the number one game on Wii and the sales figures for North America came in on Gamespot with reported sales of approximately 150,000 sold.
  14. You would have to be pretty hardcore to pay $2500 for a piece of plastic with no electronics in it. You should throw in a complimentary 7800 with a few games...
  15. Although we have the Expert Mode, we still want the keyboards to have every acceptable note. If the keyboards are missing any perfectly good notes, they should be added. Speaking of the editor, have you seen this yet: http://www.randomterrain.com/atari-2600-memories-batari-basic-vbb.html#music_and_sound_editor It's a work in progress. That cleared some things up, I was wondering how the dual voice worked. After playing around some this morning I think the music editor needs a auto silence\pause\break to break notes, a key to make a: 0,0,0 0,0,0 4 would be really helpful. Here's a couple more songs, I figured out a sort of drum snare to simulate drums using channel 8 tone 5 on the last one music 4.bas.bin this reminded me of gameboy rpg music music 5.bas.bin fast arpeggios music 6.bas.bin quirky drum thing
  16. Actually I didn't realize the music editor has an expert mode with all the notes , so this all works out fine. The tones on channel 12 reminds me of a old gameboy rpg
  17. Not according to this: http://www.randomterrain.com/atari-2600-memories-batari-basic-music-sound.html#distortion4 Is that info wrong? Yeah I tested all those values thru my Boss Br-900's tuner frequency 21 (not channel my bad) of channel 4 is a true F value. A correct F minor triad can be produced in channel 4 as the series 21(F),18(G#),14© But let me double check the value through my tuner ** it is about 5+ over but close enough to call F for music sake it should be available as a F+ oh and here's another music track (my first with the new interface ) music 3.bas.bin
  18. Yeah I tested it and it worked fine, btw the Music and Sound editor is missing under the 4(PURE) channel 21 which is a pure F tone. I really like the Enable Fade Effect cool stuff!
  19. Retro systems are looking better and better everyday. EA! EA!! How many times have I told you not to piss on the carpet *rolls up newspaper*..
  20. rpgfaker

    Sci Fi Quest

    Damn Cool! Love the multicolored spaceship and fat lazerbeam this looks like it's going to be epic.
  21. Wow thanks Jeff I didn't know there was a new version of VbB, I was using build 544. Too bad the music editor don't have a guitar fretboard instead of the keyboard I think musically faster on guitar. ** Is new version of VbB still compatable with codewiz?
  22. I think this sounds better without the diminished chords at the end and it's just short enough to fit without sdata data musicData 8,1,24 8,1,16 20 8,1,16 0,0,0 20 8,1,15 0,0,0 20 8,1,16 0,0,0 20 8,1,12 0,0,0 20 8,1,16 0,0,0 20 8,1,15 0,0,0 20 8,1,16 0,0,0 20 8,1,24 8,1,16 20 8,1,16 0,0,0 20 8,1,15 0,0,0 20 8,1,16 0,0,0 20 8,1,12 0,0,0 20 8,1,16 0,0,0 20 8,1,15 0,0,0 20 8,1,16 0,0,0 20 8,1,27 8,1,18 20 8,1,18 0,0,0 20 8,1,13 0,0,0 20 8,1,18 0,0,0 20 8,1,12 0,0,0 20 8,1,18 0,0,0 20 8,1,13 0,0,0 20 8,1,18 0,0,0 20 8,1,27 8,1,18 20 8,1,18 0,0,0 20 8,1,13 0,0,0 20 8,1,18 0,0,0 20 8,1,12 0,0,0 20 8,1,18 0,0,0 20 8,1,13 0,0,0 20 8,1,18 0,0,0 20 255 end music 2.bas.bin
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