Ok, hope this doesn't sound stupid...
Let's say you want a game to start w/ an enemy placed at a random position, how do you make sure it falls within the playfield (160x100)? If I understand correctly, the "rand" number is 1-255, any way to keep within a certain range? Also, how do you keep your moveable sprite confined to the playable screen? I was just going to draw a playfield box w/ collision detection, but I rather not take up the space.
any help is appreciated
pretty nifty. I got to 97 after a couple of tries. Now you need some music/sounds to ramp up the pressure as you progress. An oscillating siren would sound pretty scary in the latter stages.
Cool, but am I right in thinking that the duration variable applies to both voice0 and voice1? Can they be set separately? Here's the format:
Format:
v,c,f (voice 0)
v,c,f (voice 1)
d
ex.
0,0,0
0,0,0
1
So I've been playing with the engine on Alienbill's site and works great and is simple enough for me to wrap my head around. My question is would it be possible (or difficult) to add a third pointer to define a different distortion for each note? Currently it reads frequency/length from the music data, it would be cool if it were distortion/frequency/length. Perhaps there is already an engine that does this that I am not aware of. Also, I really like Slocum's sequencer too, but I've yet to figure out how to implement it into my own games (w/o compiling it with his graphics).
Here's the AlienBill code as it stands now:
dim musicPointer=a
dim musicTimer=b
dim tempaudv=t
rem VOLUME DOWN AND SET CHANNELS
AUDV0=0
AUDC0=DISTORTION
rem INITIALIZE POINTERS AND TIMERS
musicPointer=$FF
musicTimer=0
startLoop
rem TIME TO UPDATE NOTE?
if musicTimer = 0 then gosub changeMusicNote
musicTimer = musicTimer - 1
drawscreen
goto startLoop
changeMusicNote
musicPointer = musicPointer + 1
AUDF0 = musicData[musicPointer]
tempaudv = 8
if musicData[musicPointer] = $FF then tempaudv = 0
AUDV0 = tempaudv
musicPointer = musicPointer + 1
musicTimer = musicData[musicPointer]
rem value is (2 * #_OF_NOTES) - 1
if musicPointer > (2 * #_OF_NOTES) - 1 then musicPointer = #-1
return
data musicData
LIST OF FREQUENCY, LENGTH
end
Hmm, you may be right then.
Michael
thanks Michael. When I reread your post this morning I was thinking, "Man, I think I totally read that the wrong way". Dang you internet and your inability to convey tone! My apologies.
Anyway, thanks, you guys are very helpful.
I don't think so, because I've downloaded plenty of .bins before I finally registered. No matter though. Now I'm doing direct links from my online 'q-drive'. Not a bad deal really, free space if you keep it under 1 gb. Wowsers, that's a lot of atari binaries!
that sounds like bit of an overreaction. I should have clarified. I meant a few people accessing 1 file once each. I'm not trying to momentarily rob anyone of a few kilobytes of bandwidth. I just didn't want to be rude if someone noticed some downloads from an external link.
it's alright, i signed up for some free space anyway. sorry.
is it ok to link to .bin files I've posted on the atariage forums? Its just for a few friends on facebook, I don't currently have any online space.
Not a big deal, just wondering what the etiquette is.