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ScumSoft

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Posts posted by ScumSoft


  1. 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.


  2. 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


  3. 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.

    • Like 2

  4. Ok I stand corrected, the DPC+ supports a 32K rom size, with 24k of that usable for games. :D

    speaking of DPC+ I should really finish my game and post it today, it's long overdue.


  5. 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.


  6. So that means I can download a work in progress to the Harmony cartridge and when I want to use the SD card again to play games from the menu, all I have to do is download eeloader.bin. Now I can easily flip back and forth any time I want between my works in progress and the SD card menu.

     

    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.


  7. 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 :P

     

    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.


  8. 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.


  9. Oh darr!!! I totally overlooked that supposed to be obvious part :P

    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. :P

     

    Thanks for clearing this up for me!


  10. 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 :(


  11. Best game ever!!! :D

     

    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?

     

    :D

     

    [edit]

    I guess I'm not a Pitfall II fan, that music is beyond annoying!

    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:


  12. 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.


  13. Did anyone buy them or did they wait for them to reach the bargain bins too? I'd need to look at my old calendars to refresh my memory, but off the top of my head, I think the only game I bought the month it was released after 1982 was Pitfall II: Lost Caverns because of all of the hype about it being the best adventure game ever made. I was so disappointed with its lack of randomness and replayability that I took it back to the store and got my money back. Adventure game, my ass. Most of my Atari 2600 game money was spent on bargain bin games from 1983 on.

    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!!! :D

    • Like 1

  14. 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.

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