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smartkitten26

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Posts posted by smartkitten26


  1. Any screenshots?

     

    There are some on the manual page, but here's another.

     

    I like this one because it demonstrates one of the things I was trying to do: get three interesting-looking sprites on the same line at one time (robot, tank, duck) without flickering. The tank is drawn using the ball sprite, which is resized and moved every third scanline. The poison arrows are done the same way.

     

    Here's another example, with the robot, a chomper and a bonus item (key) all on the same scanline. This is from a room behind the pink door... there are a few more rooms that should look familiar behind that door.

     

    --Will

     

    Wow! Those are the most realistic 2600 sprites i've ever seen!


  2.  

    10 CLS
    20 Y=1
    30 X=1
    40 KEY$ = INKEY$
    60 IF KEY$ = "W" THEN Y=Y-1
    70 IF KEY$ = "S" THEN Y=Y+1
    80 IF KEY$ = "A" THEN X=X-1
    90 IF KEY$ = "D" THEN X=X+1
    100 SET (X,Y)
    110 IF KEY$ = "F" THEN CLS
    120 GOTO 40

    WASD? You heathen! One of the nice things about that keyboard (before they broke it with the later M4 keyboards) was how nice it was to use the arrow keys with two hands in games, and your thumb on the spacebar. Let's see, left arrow is CHR$(icon_cool.gif, right arrow is CHR$(9), down arrow is CHR$(10), and I think up arrow was probably CHR$(91), which was the remapped "^" in the original Model I chargen chip.

     

    I don't actually have a TRS-80 to test anything on, but this should work better?

     

    10 CLS
    20 Y=1
    30 X=1
    40 KEY$ = INKEY$
    60 IF KEY$ = CHR$(91) THEN Y=Y-1
    70 IF KEY$ = CHR$(10) THEN Y=Y+1
    80 IF KEY$ = CHR$( THEN X=X-1
    90 IF KEY$ = CHR$(9) THEN X=X+1
    100 SET (X,Y)
    110 IF KEY$ = "F" THEN CLS
    120 GOTO 40

  3. Try this link:

     

    http://www.trs-80.co...guage/#Graphics

     

    That manual says there are set and reset functions to turn a pixel on or off, and a point function to get the status of a pixel. Underneath, they will still be using the character graphics, but it looks like this hides it from you. (But of course, will not be as efficient for changing large areas).

     

    Thanks for the link.

     

    So something like this should let you draw?

     

    10 CLS
    20 Y=1
    30 X=1
    40 KEY$ = INKEY$
    60 IF KEY$ = "W" THEN Y=Y-1
    70 IF KEY$ = "S" THEN Y=Y+1
    80 IF KEY$ = "A" THEN X=X-1
    90 IF KEY$ = "D" THEN X=X+1
    100 SET (X,Y)
    110 IF KEY$ = "F" THEN CLS
    120 GOTO 40

  4.  

     



    How do you do graphics on level II basic?

    It's been a long time since I messed with a TRS-80, but they technically don't have graphics - text only.

    However, they do have a set of 64 special text characters, and each is a unique combination of a 2x3 grid of blocks.

    Since the text display was 64x16, using these special text characters, you could get a 128x48 "graphics" display out of it.

    IMO, it looked kind of crappy.


    That's what I meant, could you tell me what command is used?

  5. there are snes games that keep score?

    My thoughts exactly. There are barely enough score-driven NES games to necessitate having a HSC, nevermind SNES.

     

    There are certainly games that "keep score", but the overwhelming majority of SNES games are action/adventure-style games. And sure, there are lots of arcade titles that keep score, but in most of them (SF II) the score is unimportant.

     

    Then how 'bout when a game doesn't go by points, we go by who can get to the farthest level


  6.  

     


    It's not going to be an exact port, so things will remain a bit different. I've added a few more screens, but am having trouble figuring out why jumping on an enemy and then jumping from it reaches the same height as jumping off the ground. I'm also going to try and see if I can get it scrolling (it's like Pitfall right now.)


    I know it's not going to be an exact port, but one of the biggest changes in SMB2 was the ability to walk backwards beyond the screen.

  7. I was playing and i noticed the door should be on the very right side of the screen,

    Like this:

     

    X=Door

     

                              ___
       ________      |      |
      |                |    |       |
      |                |    |   X  |
    -----------------------------
    
    


  8. Is it just because it's the "original" ?

     

    Maybe I just wish I still had ours.

     

    Gave that one to my cousin when I got a C= 64

     

    But a friend of mine gave me his 4 switch when he got an Atari 800

     

    And that one will have to do.

     

    So.... yeah.

     

    Well, I guess because it was the original Atari 2600, it had alot more switches, and because it had a nice 70's style.

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