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rpgfaker

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Posts posted by rpgfaker

  1. So... does that mean it's showing up on the marketplace? Ha ha...

     

    Maybe on Craigslist..I'd rather keep it local.

     

    This system is boring now
    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

  2. This might sound a fair bit "Noobish" but how can you combine these codes? Any time I try add missiles to movement it doesn't work..

     

    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

  3. 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.

  4. 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

  5. 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

  6. 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 :)

  7. Actually I didn't realize the music editor has an expert mode with all the notes :dunce: , so this all works out fine. The tones on channel 12 reminds me of a old gameboy rpg :lol:

    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

  8. If you find any more errors, please let me know. I just compared 21 to a music keyboard and it sounds close enough to me. I tested a certain number of notes myself, but mostly went by the chart.

     

     

    Thanks.

     

    Actually I didn't realize the music editor has an expert mode with all the notes :dunce: , so this all works out fine. The tones on channel 12 reminds me of a old gameboy rpg :lol:

  9. 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.

    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+ :D

     

    oh and here's another music track (my first with the new interface :thumbsup: )

    music 3.bas.bin

  10. 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!

  11. Are you doing this by hand? Would be easier to use the latest vbb build. By pressing on the keys you can just create the music and it will tell you how many bytes of data it will occupy.

     

    -Jeff

     

    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?

  12. 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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