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Zufolek

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Posts posted by Zufolek


  1. Uploaded version 0.3, which is probably about as good as it will get without a lot more work. I suppose I should mention it is free, works with every game I've tested, and requires no knowledge of assembly to use. Enjoy!


  2. I couldn't find an optimizer for 6507 assembly after a little searching, so I made this. It does many of the same assembly optimizations that I was doing to squeeze more stuff in my 4k bB games. Does anyone know of another program that works better?

     

    Regardless, I've fixed some problems in Squeeze so it should work with more games, and I've added a simple uninstaller. I've fixed a syntax error when calling the modified 2600bas.bat with only -O option. (My bad.)

     

    I've disabled the LXA optimization since that apparently fails (at least in emus) for whatever reason.

     

    The updated version (0.2) is on the first post.


  3. But I always forget to debounce! You'd want to count every joystick press as one event even if it spans several frames. The easiest way to do that would probably be to make the joystick code like this:

     

    if joy0left || joy0right then u=1-u
    if joy0up || joy0down then v=1-v
    
    Debounce
    if joy0left || joy0right then Debounce
    if joy0up || joy0down then Debounce
    

     

    But that misses frames. You could use a timer like this:

     

    if d<>0 then d=d-1:goto SkipJoy
    if joy0left || joy0right then u=1-u:d=10
    if joy0up || joy0down then v=1-v:d=10
    SkipJoy
    

    • Like 1

  4. Hey. I appear to be using an old version of bB, so I can't test this now, but...

     

    You could use variable s for the category and then use u and/or v to select frame 0-3 within a category. Then for the on...gosub to work, you would want to do something like this:

     

    temp1=u+v*2
    temp2=s*4+temp1
    on temp2 gosub frame0 frame1 frame2 frame3 frame10 frame11 frame12 frame13 frame20 frame21 frame22 frame23 frame30 frame31 frame32 frame33 
    

     

    And then you could just use the joystick directions to toggle u and v like this:

     

    if joy0left || joy0right then u=1-u
    if joy0up || joy0down then v=1-v
    


  5. Actually, I think you wouldn't need the for-loop if you sort the values, since you would know which card has the lowest value. You could just check that card1 equals card2-1, etc.

     

    You could use another way to avoid sorting, though. You could use a loop to check that there are cards all with values n to n+4.

     

    There are an infinite number of ways to solve any problem, so you may be able to come up with another solution.


  6. Thanks for the tip, batari. bB is pretty dang cool, btw. This would have taken me forever to program in only assembly.

     

    Touching the walls is deadly because they are electrified for whatever reason. I'm not sure how it fits into the plot, but I was a bit inspired by Berzerk, one of my Atari faves. It makes navigating slightly more difficult.


  7. To detect a straight, you could sort the card values from lowest to highest and check if card1=n and card2=n+1 and card3=n+2, etc. You could use a for-loop to make n=1 to 9 or whatever to let it check each possible straight.

     

    Best regards,

    Zuf


  8. Yeah, my sound card is still not working, so turn down the vol for now if it's that bad. I need to fix a few other things as well, e.g. the end is supposed to be more difficult. Also there isn't much use for the pistol besides shooting rats, and that's not really an important part of the game....


  9. As a simple solution, here's a function a person could use:

     

    function Rand
    
    RandLoop
    temp2=rand
    if temp2 >= temp1 then RandLoop
    
    return temp2
    end
    

     

    And you could use it like this:

     

    player0x=Rand(160)

    player0y=Rand(80)

     

    It does have random delay and isn't very efficient, but may be handy for getting new games started.


  10. Thanks, all.

     

    The sound effects are so bad because my sound card is not working lately. I can't hear anything lol.

     

    The level bosses are bigger, which does make them easier to hit, and that did seem a bit wrong. Maybe I should do something different for the bosses.

     

    As for the inability to shoot sometimes, you have a limited number of shots per level, and you can't shoot for a while after you are injured. If you do run out of shots, you get more but lose some life.

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