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Everything posted by ScumSoft
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Okay here you go, I made a template for each scene but you'll have to fill in the rest of the condition code. To add a new scene use the template code at the end of the file and add the scene number to the Scene_Select loop on goto area. If anything confuses you, since this is pretty much denying your coding style in favor of mine, then feel free to disregard this and continue as is [edit]fixed messed up scene 1 colors 1btnBOB.bas
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I'm rewriting your code making it easier to add levels and readability. I was also thinking of doing a rendition of this game, but only after I completed my current 3 projects. For now I certainly don't mind helping you out with this one
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I like this game and would love to see a 2600 version. How's the progress on it so far?
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Is there any way to use a bit as 255 or 1?
ScumSoft replied to Random Terrain's topic in batari Basic
RT unless you would run that in a loop counting many balls then the efficiency for a single one should be negligible. Pretty slick code there RevEng, I forgot about the BIT trick since I never use it. -
Is there any way to use a bit as 255 or 1?
ScumSoft replied to Random Terrain's topic in batari Basic
I take it this is for reversing the direction of a ball when it collides with a wall or the like? rem * temp5 = 255 : if B_Direction_x{5} then temp5 = 1 if B_Direction_x{5} then temp5 = 255 else temp5 = 1 ballx = ballx + temp5 perhaps something like this then? asm for speed: asm lda B_Direction_x and #$20 ;Is bit 5 enabled? beq set1 ;If 0 then add 1 else add 254 lda #$FE ;254 + 1 adc BallX ;carry should be set so add FE to get 255 sta BallX ;Save change jmp .exit set1 inc BallX ;Same as adding BallX + 1 which is what temp5 would hold here .exit end [edit] Thanks for the catch RevEng, forgot to add the ballX -
Has the DPC+ playfield stairstep issue been solved on your end? You talked about it a few post back last year and not being able to fix it. The issue is still here and I'd like it to be gone point me in the right direction and I'll have at it if not. and as RT mentioned the DFxFRACINC work fine in stella but act wonky on the harmony causing my playfield to bounce up and down. It may just be that I have them sat incorrectly though, still looking into it.
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Daily build posted, fixed a few issues and cleaned up the source code a bit. It was in space quest 3 at monolith burger
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Actually...I use the internal browser to pull up references off your site RT I find it convenient to just click the tab in bB to get quick info.
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Thanks for the info, I'll update my other project with the changes.
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Neat idea, I might be able to do level based mini-games ala Wario Ware style instead of focusing on landing pad repetition. I'll see what I can come up with. But for now my coding day has ended and it is time for some sleep. I'll cya in a couple hours or so.
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Yep, I've learned a bit from your code. Didn't know bB supported floats till I saw your source and then looked it up on Random Terrains site. It's a learning experience for sure. Game design isn't my forte but I've always wanted to do this, so I'm working diligently on completing this game before the month ends. It can be done! I think been pulling all nighters lately. Seeing the sun rise was a rare thing for me you know.
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They better be nice, they are modified based on your LEMs physics code. Which of course I will credit once a credit page it done for it
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EggVenture 2600 Current version (RC4) RC4 Version notes: Bounce physics have been adjusted so that it reflects correctly, thanks to Thomas Jentzsch for pointing me in the right direction. Bug fixes and adjustments to gameplay mechanics were made. Quackers should no longer be picky about landing. Screen transition clipping should be minimized, its still not 100% prevented, so try not to collide in the corners while moving from screen to screen. Holding Fire down is hover mode allowing you to maintain height, holding fire and using the D-pad is now the correct way to move around. Snake spitting and Dragon battle has been tamed a bit. Some items have had their artwork redone. Lots of performance optimizations, scanline count should hold at 262 except for a few known cases. A lot has changed since the games inception in 2011: Artwork has been completely redone and improved greatly Levels have been improved and more were added The intro and ending sequences have been greatly improved There are now secrets to discover and multiple endings to achieve Puzzle items and logic have changed and some are Red Herrings Multiple Game Modes to play in have been added, Basic, Full and Crazy mode Gameplay mechanics have been greatly improved, you no longer die touching the playfield and can even land! Landing will allow Quackers to gulp down air making him light enough to fly, this is indicated by the Power meter in the bottom right of the screen He can bounce around giving him a speed boost If Quackers finds himself not wanting to move because he found a nice comfy spot to be lazy in, then pressing the GameSelect switch will respawn him back in the Chicken Coop, this will not use up a life if playing in the Full or Crazy game modes. Instructions for play: JOYSTICK: Controls Quackers flight left and right, down will make Quackers fall faster, Up will slow his descent Holding down Fire and using the D-pad to maneuver is recommended JoystickUP+FIRE: Will activate a PowerFlap boost, this drains his Power meter and can only be used for a limited time, land to regain his energy [On 2 button controllers] FireButton(B): Is normal flap and does not consume energy FireButton[C]: PowerFlap LeftSwitch(B): Basic mode, this mode has unlimited lives and the puzzle items are given in a linear sequence, they can be skipped if not wanted There is only one ending allowed in this mode, and the extra level areas and sequences are not available. Keeps things short and simple, great for learning the game mechanics. LeftSwitch[A]: FullGameMode, this mode has only 5 lives, but allows for the full game experience, the items and puzzles are not linear, all puzzle sequences are available, and all endings are achievable. RightSwitch(B): Disables CrazyMode RightSwitch[A]: Enables CrazyMode, this mode changes the level layout to be more challenging, and there are a few added surprises awaiting. All endings and secrets are achievable in this mode. (in this mode FullGameMode is NOT automatically enabled, you can thus practice the mode with unlimited lives and linear puzzle items or enable FullGameMode (left switch A) to play a real challenge) [NOTE] Be sure to press reset or power off/on when changing the game switches to another mode! Color/BW: Pauses the game Reset: does what it says, hold reset to reset the game. NOTE: During the ending sequences the Reset and joystick Fire buttons are disabled until the ending reaches a state of looping, at which time pressing reset or HOLDING DOWN the Firebutton will reset the game, tapping fire will not reset it for you. I hope you enjoy this much improved version of the game! There are secrets in the game and multiple endings, red herrings and FUN FUN FUN!!! Remember you can only see the whole game and endings if playing in Full Game Mode. Special thanks to my Wife for her continued support and encouragement through the long coding hours and for helping with the new gameplay and GFX's Special thanks to DrKirth for some thorough beta testing Special thanks to ZeroPage Homebrew for rekindling my interest in this game, coding on the 2600, and supporting this wonderful community's homebrews Thanks to Philsan 10 years overdue, for helping me get started with the original physics code, it has since evolved but still has some of the original in it! Thanks to RevEng for his continued support of Batari Basic all these years Thanks to Batari for Batari Basic and the awesome development carts and a Thank You to all play testers! you poor guinea pigs you! EggVenture_2600_(NTSC)(2021_ScumSoftware_RC4).bin
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No reply on this for a while, just curious if what I posted above is how it's supposed to work because it doesn't seem to.
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Can someone test this on a Harmony cart?
ScumSoft replied to SeaGtGruff's topic in Atari 2600 Programming
Tested just fine on my harmony cart. -
batari DPC+ release blog He mentioned setting the DataFetchers to control color changes. [edit]Since this has been answered I'm removing the code example, to keep this area tidy and less scrolling required.
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batari Basic 1.1 beta - with DPC+ kernel
ScumSoft commented on batari's blog entry in Great Exploitations
Very nice, I'll be testing this out right now! -
Everything other than that looks right.
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Make it so.
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I get the same problem on mine as well. (light sixer)+Harmony
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Hmmm, have to look over this timing. It might be possible using the DPC+ to have a full 160x192 bitmap kernal shifting 10 columns each frame. It would be alot better than my current 96x192 bitmap display kernal. That is, only if each column could be pixel set. Anyways, great info!
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I see, very neat trick I stand corrected. I didn't know it would also work for a single sprite and thought it had to be in a double or triple clone mode to send the start signals.
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Got it I think, but I assume the maximum that can be copied at a time is 256 bytes? and that writing to PARAMETER increments a pointer for a DWORD load? Example lda #<TargetBuffer ;Bank 6 sta DF0LOW lda #>TargetBuffer ;Bank 6 sta DF0HI lda #<Source2Copy sta PARAMETER ;byte pointer increments on write? lda #>Source2Copy sta PARAMETER lda #0 ;DataFetcher #0 sta PARAMETER lda #$FF ;256 bytes to copy max? sta PARAMETER lda #1 sta CALLFUNCTION
