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ScumSoft

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Everything posted by ScumSoft

  1. Do you have an SD card reader on your PC? You might find it easier to simply copy your WIP like I do straight to the SD card and leave it on the multi-loader firmware.
  2. I see, but in my case my game looks worse with it enabled Perhaps you could add a checkbox for this default option instead?
  3. Yeah the select for making multiple lines the same color is great, but for selecting individual colors per line gets tedious in this version, so if you can add it back that would be great! If not then I will probably be the only one that misses it so don't fret it One other thing, I tried to comment on your blog with a question but I guess it didn't take it, so I'll ask again here. I noticed that launching the rom from inside the IDE causes Phosphor effect to be enabled by default, when I check the Stella options it's disabled. So is it adding a command line option for this to force it enabled? My preference is to leave it disabled, so is this something I can alter then? I tested with the older version and it leaves it disabled so it's something with this new version.
  4. Right, anytime I use a variable to represent multiple things I call it MultiVar, and then assign def Blah=MultiVar{7} and so forth. But when the byte is shared for a single purpose then def direction = a and then North=3 and so forth. This way later on in my code I can do a semi complex check for allowed exits on the screen, and refuse to allow the player to move off the screen if not.
  5. Setting them as const actually causes an unknown compiler error, however defs work fine for some unknown reason. -End of Line
  6. Is this new version forcing on Phosphor effect in stella? I launch my game from the editor and Phosphor effect is enabled by default, but if I launch my rom from explorer Phosphor effect is disabled by default. My game looks bad with Phosphor effect enabled, so I have it disabled by default. If it's not the editor, then I have to track down what it causing this on my end. Thank you again!
  7. Oh darr!!! I totally overlooked that supposed to be obvious part It compiles fine now. My brain runs on Fuzzy logic, so my reasoning went a little something like this: Bit 4 is value 8, so set direction value to 8 to check bit 4. Thanks for clearing this up for me!
  8. One thing I did use alot that seems to be gone now is the auto increment on color changes, I would hit ALT+C and choose that lines color and it would auto increment to the next line, so I would quickly do ALT+C to define the entire sprite/playfields colors. Now I have to right click each line to set the colors
  9. This is funny, there is no such thing as "best game ever".. Someone likes a game, someone does not like a game. Who is to say who is right? A bunch of idiots could say something is good. One highly respected and educated dude could say something is good. Who is to say who is right? I ScumSoft approve of this post. But I offer this in rebuttal, "insert whimsical rebuttal here". Now what say you kind sir? We've examined the facts afore mentioned, and they point to this being one of the greatest achievements in gaming history. If this doesn't qualify it as the Best game ever!! -"The Comic Book Guy", then was does? [edit] Do do do Dooo DOOOOOOO! Do do doo DOOO doo, da DOOOO DOOOO DOOOO DOOOOOOOOOOOOOOO! Do do do Dooo DOOOOOOO! Do do doo DOOO doo, da DOO da da DOO DOO DOO, buh buh buh doo dala dala dooo! buh buh buh doo dala dala dooo! buh buh buh BAAAA BAAAAAAAA BWAAAAAAAAAAAAAAAAAA! reprise:
  10. I'm wanting to accomplish code like this, however it refuses to compile when anything beside a literal number is in the curly braces: dim direction = a def North=8 def South=4 def East=2 def West=1 direction = North + West if direction{West} then goto death if direction{North} then goto allow_exit else goto refuse_exit It refuses to compile giving error "Value in 'and #256' must be <$100.", however it compiles if I replace North and West with {8} and {1} respectively. Why is this? [edit]Note that what I posted isn't supposed to compile as is, this is just a snippet of the code I wish to use. [edit2] Forgot to mention I've also tried it with Const, but this also causes compiler errors on the lines in which this test was used.
  11. WOAH! WOAH WOAH! You're not allowed to have an "insert contrary opinion" about "insert game name here", it's my all time favorite and I've played it more than any other game during "insert period of repressed childhood", it's the only thing that allowed me to deal with "insert made up disease here"...Ah those were the days! Best game ever!!!
  12. Ahhhhh, so much better not perfect of course, but oh so much better thank you!
  13. Click Hold in the playfield to draw is super slow for some reason, any chance to speed this up? The sprite editor works fast. Canvas redraw slowdown? Anyways, I am making lots of playfields for my game and it's so slooooooow Is it just me? I'm on Win7 x64, VisualBatari build.558
  14. Can I get the DPCFRACINC to increment twice per read so that it skips a byte? If not, can I get a custom DPC+.arm file that increments them twice per read? This would GREATLY simplify my custom kernals display output.
  15. Questions for your show: Do you think because the modern gaming populous demand better graphics from the current gen games, that the games released in the last few years, and those that are to be released are focusing too much on visual appeal and tend to lack in any substantial or quality gameplay? as compared to the days of yore when graphic technology was limited and caused development teams to focus more on gameplay mechanics and story rather than flashy visuals? Do you find this true of most games today? or am I seeing the current gen though jaded eyes.
  16. WHAT?! Quality!? That means I get to go an work on Deadmau5 some more then. Two hours to code a quick game is harder to do than it sounds.
  17. Quite honestly, somehow its managed to fix itself. I've simply hibernated my PC for the night and upon resuming it today the code compiles and works fine. Thankfully it's not something that needs corrected on your ends. Sorry! False alarm everyone. Nothing to see here, move along!
  18. I am using Stella 3.4 X64 on Win7 X64 Ultimate, building with the latest DPC+ kernel fixes on a fresh install of Visual bB. So setting the graphics for virtual sprites to $00 merely hide them and not disable? Makes sense then, So once they are used there is no way to shut them off besides hiding them off screen?
  19. [edit] Incorrect bug report removed. Seems there was something acting wonky on my system causing part of the code to not compile correctly.
  20. Man this has been one confusing bug, took two days to identify that it wasn't my fault If you add a single line comment such as: var1 = 2 ;This comment will break the next line of code if var1 = 2 then goto skip_var1 var1 = 1 skip_var1 It will not test var1 and will continue to assign var1 = 1, however a rem comment works just fine Bug in the parser causing the next line to be treated as a comment?
  21. ScumSoft

    z26 3.0

    Does Z26 support the DPC+ chip? no? I win I'm just kidding, Z26 is pretty nice but I feel Stella is a much more mature emulator, the debugger is a must have for my game development. I will lean towards whichever emulator is more accurate to the real hardware, although I do own the Harmony cart and can test on the real thing, I like using the emulator for quick build tests and the real thing for long testing. Personally, speed is not an issue. I care not if the application takes a few seconds to load or exit, I simply double click my rom and Stella launches the game. When I am done I press ESC, close the window with a mouse click and go back to working on my code.
  22. ScumSoft

    RPG 2600

    He is trying to be helpful not offensive, looking at other peoples source code should be the fastest method of learning, as their examples compile and work. The problem is that your understanding of programming isn't experienced enough to learn from other peoples work yet, so I second the suggestion to go over the beginner examples first/again if not already. We aren't going to program your game for you by writing code snippets and telling you how to use them. That's akin to telling people you're making your own car, but need help with the engine. When people reply stating that there are already cars made you can learn from, your reply was along the lines of "Looking at those cars I don't understand the design at all, how about you make the parts I need and just tell me how to install them"... Make sense? It's MUCH better if we can teach you how to make your own parts based on existing examples. This post should't be taken offensively as you cannot hear my tone clearly, so please take this only as constructive criticism. If you are struggling with concepts, then post what you've tried and we can guide you towards a solution.
  23. I was working on something, but it doesn't work any better than your code does. It's fine for learning purposes as is.
  24. Pffft, nothing is easier than learning the atari 2600 as your first console
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