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Everything posted by TooSlowGamer
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Did you do this: Tab key > Game Properties > Controller tab > paddles > close Stella > run game again. Thanks a lot, it worked. But I'm still confused why Kaboom worked without this? I mean, there's no way the mouse could be set to joystick controls?
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Hey, I already have a 2600 and I was just wanting an extra one, so I'm telling all of you guys this: If anyone doesn't already have a 2600 take this deal! I'll wait a day before buying it, because I don't want to take away the great experience of an Atari from a 2600 virgin.
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Kaboom works fine in Stella, but I can't get my game to work or the game you linked. What the heck!?
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Thanks, now it will compile, but the paddle function doesn't work. It places the sprite on the very left side of the screen and you can't move.
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Here's the code I'm trying to compile rem Generated 8/31/2010 7:01:06 PM by Visual bB Version 1.0.0.550 rem ********************************** rem *<filename> * rem *<description> * rem *<author> * rem *<contact info> * rem *<license> * rem ********************************** rem Generated 8/31/2010 7:01:06 PM by Visual bB Version 1.0.0.550 rem ********************************** rem *<filename> * rem *<description> * rem *<author> * rem *<contact info> * rem *<license> * rem ********************************** set kernel_options no_blank_lines readpaddle set tv ntsc playfield: ....XXX........................ ...X...X....................... ...X........................... ....XXX........................ .......X....................... ...X...X....................... ....XXX........................ ............................... ....XXX........................ ...X...X....................... ...X...X....................... ............................... end COLUPF = $3C player0x=50: player0y=50 sprites player0: %01000010 %01111110 %01111110 %01101110 %01111010 %01011110 %01110110 111100 011000 011000 end loop drawscreen currentpaddle = 0 drawscreen player0x = 2 * paddle + 1 : if player0x > 153 then player0x = 153 goto sprites
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VbB still doesn't know all of valid commands and things. If you are sure it's correct, you can probably ignore any warnings. The bB page has one tiny example so far: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#paddlereading And you can use the advanced search to search bB forum topics for the word paddle to see if there are better examples. Well, it won't compile either. The only problem is I can't compile with VbB, so I always copy and paste it into Crimson Editor to paste it. So, I think, the eroor that comes up is different. It says "Fatal Assembly Error: Source is not Resolvable" "Unresolved Code List: mul8 0000 ???? (R )"
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Could someone point me to Batari Basic sample code/snippets that uses a paddle controller? Also, I'm trying to use the readpaddle kernel option, but when I use type in "currentpaddle" it gets highlighted in yellow (in VbB) like it's not a real command.
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I was actually thinking of something like the pics on here: http://www.wayfaring.info/2010/07/22/the-cave-of-swallowsmexico/ It goes with the little backstory I wrote for the game on the first post. I am open to any ideas though. I wonder if I could get a label contest going? Cliff Ooops, I never read that backstory. In that case, I'm thinking something similar, but with a spaceship going sideways through rocks. I might be able to draw something, but I really have no idea.
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I hope you put this on a cart! I can't draw, but I think a cool label would be a spaceship passing through a door while it's closing. The door could have a bunch of red lights all over it, and the shot should be from the front at an angle. I hope you can image I'm trying to put in your mind.
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What do you mean? All it would do is use one if command and cover the whole side of the screen.
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You can go up a step higher than the top step and go as far left and as far right as you want.
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Something like this: If player0x=192 (I'm not sure what the number is, but you could look it up or trial and error) then playfield: (insert playfield here)
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Well, I tried to compile the code and I got a bunch of problems. It says that the following things weren't ever stated in the program: player2height player2x player2y player2pointerlo player2pointerhi Also, the default is two players (sprites) on screen at once. So that would mean you and one enemy. There are several ways around that, such as the Multisprite kernel or replicating one sprite over.
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This revision is excellent! Although, whenever I get a gameover, the gameover screen flashed then goes to black. It could be because I press the fire button to get a gameover, and there's nothing to stop it from thinking it's another button press.
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Is there a tutorial, or do any of you guys have any tips on making sprites that look good? Mainly the one color per row limitation? I'm trying to make a 2D sprite based on Tiny Kong (pre redesign, so like the DK64 model) on the 2600 (8 pixels wide, one color per row). And I just have no idea where to start, it just keeps looking like a blob of colorful pixels.
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Dumbest thing you've heard people say about games/systems
TooSlowGamer replied to 4Ks's topic in Classic Console Discussion
In regards to TolstoyKafkaEvsky, he makes his videos solely to share his opinions. He knows nothing about the system, but that just means he has less of a biased opinion. He judges it based on what he plays, and what he thinks, not something someone else said. His reviews get facts wrong, but those aren't really important. Is it important when the Jaguar was released? No. Is it important that it is/isn't 64 bit? No. -
I decided to update a few things on this game before I started another one. I have just a few bytes left, so I will have to stop this project for now. So this should be the final update. In this version I added these: A block to tell you if you will start on track 1 or 2. (Press select to select and fire to start) Changed score color on gameover screen so you can no longer see it. Put the sides in on the gameover screen. Changed the gameover screen color slightly. Added extremely simple AI. To start AI control of player 2, select the Black and White option. All he does is go up and down and fire. It's more like a shooting target, than a controlled player. Added collision detection between missiles (i.e. if both missiles run into each other, they get reset). Berzerk Blitz Ver. 2.1.bin
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Hey guys. I was just wondering, if you hold in the select switch on a real 2600, does the machine recognize it as repeated taps (like if I tap the select switch) or just the one press. I'm wondering because, on my emulator, I press select and it repeatedly presses it. That could be because of my computer/keyboard. But what's it like on a real 2600?
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I like the addition of new powerups, but I think the bad ones should be a different color than the good ones. That way, it adds strategy and elimates the randomness, so you take pure luck out of it, and put some skill back into it. Also, if you do this, you have to make it so when you get passed the line of a bad powerup, it disappears and gets replaced with a randomly placed other powerup. That way, skilled players don't get stuck with a bad powerup left there the whole game, because they don't get it.
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Porting the original classic Castlevania to the 2600
TooSlowGamer replied to grafixbmp's topic in Atari 2600 Programming
Holy crap! This looks amazing! If this ever gets released on a cart, it may very well be the first homebrew I buy. -
I would love to see this. Please do it!
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I like the powerup system, but on the level after the purple one with the tricky curve, it's a yellow background and it blends in.
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Wouldn't the simplest way to apply it to a button press be: if joy0left then y=y+1 and erase the old y=y+1
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Well, without changing the kernel, I have the ball and the missiles left. I could probably make powerups with them. Either that, or I would have to take the passthrough label off of the side (since that is using player1). I will probably try to keep the sprite if possible though as I think it makes the game look better. I could maybe have the label go away when the powerup comes up or something. I will have to think about how to implement it, but I definitely think it's a good idea. Cliff I say don't take away the Passthrough label, I think it makes the game look a lot better. I would say use the ball but isn't that the same color as the playfield? Wouldn't it be too hard to see? Also, I don't think you really need more than one powerup. Just, if you add one it will add another layer of depth to the game.
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Oh, I get it now. How many levels does it actually go to? Does it loop back? If it does loop back, is there an increase in speed?
