Jump to content

ScumSoft

Members
  • Content Count

    415
  • Joined

  • Last visited

Everything posted by ScumSoft

  1. While developing EggVenture I've built a small wish list on features I would have found most useful. I'd say 75% of the code I've written in my game pertains to decided what collided with what for the virtual sprites. Things would be much nicer and spacier in my code if I were able to use "if collision(player0,player2) then yada yada yada" instead of checking positions all the time. I don't know how we might manage this, that's why this is a wish list. I find that having to specify player data (per) player is costly, say for instance I wanted to use my EGG graphics for player2 and player3 in the same playfield, I can't find a method to reference a single EGG definition for both sprites, instead you must specify it individually for each player. player2: (insert egg gfx data) end player3: (insert egg gfx data) end This is a double definition to single sprite data. It greatly limits how many of the same objects I want to use in a single playfield. If instead I were able to say player2 = EGG :player3 = EGG and have the pointers set appropriately this would alleviate this issue and free up rom space. I know the language is BASIC(pun intended), but I would LOVE to clean up the code a bit with incremental operators such as player0y += 1 or player0y++ and the decremental counters -= and --, any plans to incorporate them? Once again I'm not sure how cumbersome this may be to implement on your end, but it would greatly simplify certain conditions that I've encountered which made me wish for such things.
  2. ScumSoft

    Game Idea!

    I was also thinking the same thing, I would call it Angry Pixels:)
  3. Looking forward to it! Using the DPC+ chip for this one?
  4. I'm back to working on my DPC+ project, and I'm trying to put together a macro with this info, however it tends to copy the address of the source data rather than the source data itself. But it at least is copying something to the correct destination address, so that works. MAC COPY2RAM .source SET {1} .dest SET {2} .amount SET {3} .mode SET {4} LDA #<.dest STA DF0LOW LDA #>.dest STA DF0HI lda #<.source sta PARAMETER ;byte pointer increments on write lda #((>.source) & $0f) | (((>(.source - $2000)) / 2) & $70) sta PARAMETER lda #0 ;Using DataFetcher #0 sta PARAMETER lda #.amount ;256 bytes copy max sta PARAMETER lda .mode sta CALLFUNCTION ENDM I think I'm missing something obvious in the way I'm passing the address values.
  5. PAL version posted, both versions updated with pause feature.
  6. Hope you don't mind me adding you as a friend. I find your atari knowledge valuable. Thanks for your postings.

  7. Hows it going, I've just been busy working on EggVenture 2600.

  8. Release candidate 1 posted PAL version soon to follow. Need to take a bit of a break right now. Have fun everyone! Remember to post any bugs or gameplay issues here so I can squish them before final release. [edit] RC2 posted, fixed some bugs which would prevent completing the game.
  9. I should have the a release candidate up later today, running into space issues and need to restructure a few things. I've redesigned the puzzles to fix a few things, so look forward to the real release Sadly I don't think I can add music, but at least the gameplay is feeling much nicer now.
  10. Use Stella latest version 3.4.1 [edit]Thank you RT, yes I meant use Stella 3.4.1
  11. I'm taking notes guys, so keep all the comments coming. @dwane413 If you still can't locate where the key goes: @bomberpunk Sorry but it plays nothing like Toki Tori, although a 2600 version of that game would be awesome. I've finished the ending sequence a little while ago. So from here on out it's all bug fixes, gameplay tweaks and some music if I can squeeze that in.
  12. Mwahahaha! Well done actually. That surprise bat can be really tricky to get past. I'll just leave it in PAL60 then. Do you have any suggestions for the game? any adjustments that would make it more fun or less aggravating? Seeing as it's my first real game, I could use any and all suggestions since my own testing doesn't reflect everyone else's viewpoint.
  13. I'll do the conversion now before final release, so I can launch both versions at the same time once done. Is there a PAL limitation in batariBasic? Setting the kernel to PAL doesn't position the score at the bottom of the screen and it still only produces 262 scanlines. DPC+ support only for NTSC right now? @abaudrand This is something I've debated at length about, and I've decided due to the bugs collision against the playfield would cause that it's best if colliding simply kills the player instead of bouncing off the walls at low velocities. You can though safely bounce in your Home Tree. Mostly because the player at max velocity is moving 2 pixels at a time, the player embeds themselves into the playfield far enough that my collision code would cause the player position to float through the playfield, thus causing issues on screen wrapping. Also allowing the player to gather the final egg before your supposed to be able to. [edit] Okay I posted a PAL version, but it is stuck to 262 scanlines right now.
  14. The issue: Player sprites start to get erased or misaligned. Score color changes to a random color, mostly purple. Background changes to same shade as score color. My pointers are set as such: DF0FRACINC = 32 DF1FRACINC = 32 DF2FRACINC = 32 DF3FRACINC = 32 DF4FRACINC = 64 DF6FRACINC = 64 Playfield size = 23 lines, 22 causes graphic artifacts in the score region, 23 seems to fit okay though, but there is that slim playfield line right above the score region. Also at the top right of the screen. PlayfieldColor and bkcolors tables are set to 23 bytes. I make any changes to the pointers and things go wonky, this looks the most stable. I might just have everything set incorrectly. Close but no cigar. Stella seems to handle the pointers differently. Scorecolor is missing for current release (waiting for fix from batari in next release), so I set the bkcolors all to $00 except byte 23 which falls in the score region, and reflects the difficulty setting. Green = easy, Blue = hard
  15. Any suggestions or critiques are completely welcome. So let me know what you like and dislike.
  16. Actually eshu, the DPC+ kernel you've expanded upon from mine for that BMP demo of yours would do most these games no problem. If I ever get a response from batari about making a custom DFxFRACINC move two bytes at a time instead of one, the drawing buffer alignment issues for real-time updates would be solved. My DPC+ BMP kernel is limited to 96x192 screen space, but it's pixel settable with a single color per scanline, the color range is limited but the amount of graphic detail per scanline isn't limited. The entire screen flickers at 30hz continuous, but isn't sprite limited. DPC+ bank 6 is treated as a screen buffer and all game objects update the screen buffer, which during drawing is simply parsed over. Do all the buffer work on the DPC+ and your good to go for drawing whatever you'd like, be it simple 2D games or 3D. Eshu expanded upon this and got the playfield resolution up to 115x192 with less noticeable flicker, I haven't looked into how it was done much, but if bank6 can be parsed linearly from the draw kernal and have the screen drawn correctly without translation hoops, then we have a much nicer kernel to work with. No sprite repositions for movement, no limit on object overlap data shown per scanline, and it should be able to display the game in chronocolor like as well. I'll be working on this as soon as I wrap up my current bB game.
  17. Ok I stand corrected, the DPC+ supports a 32K rom size, with 24k of that usable for games. speaking of DPC+ I should really finish my game and post it today, it's long overdue.
  18. The DPC+ supports 32k so porting it shouldn't be much of an issue
  19. Because BKcolors is controlled by the fractional pointers, there is no way to change just the scorecolor without having wasteful tables such as: setting DF6FRACINC to 64 GreenScore bkcolors: $00 ;01 $00 ;02 $00 ;03 $00 ;04 $00 ;05 $00 ;06 $00 ;07 $00 ;08 $00 ;09 $00 ;10 $00 ;11 $00 ;12 $00 ;13 $00 ;14 $00 ;15 $00 ;16 $00 ;17 $00 ;18 $00 ;19 $00 ;20 $00 ;21 $00 ;22 $C0 ;Score region end return BlueScore bkcolors: $00 ;01 $00 ;02 $00 ;03 $00 ;04 $00 ;05 $00 ;06 $00 ;07 $00 ;08 $00 ;09 $00 ;10 $00 ;11 $00 ;12 $00 ;13 $00 ;14 $00 ;15 $00 ;16 $00 ;17 $00 ;18 $00 ;19 $00 ;20 $00 ;21 $00 ;22 $70 ;Score region end Isn't their an easier method to do this? This also causes a small bkcolor strip of the last set bkcolor to show in the top right of the screen and I can't get rid of it.
  20. I'm so bad at sprite art, I think I may take up your offer and use some of these here to finish up my game. I'll be using the bats and spiders perhaps others if I need. Thank you very much.
×
×
  • Create New...