TidusRenegade
Members-
Content Count
48 -
Joined
-
Last visited
Content Type
Profiles
Member Map
Forums
Blogs
Gallery
Calendar
Store
Everything posted by TidusRenegade
-
Temple Runner - Help! (Batari Basic DPC+)
TidusRenegade replied to TidusRenegade's topic in Atari 2600 Programming
Thanks for the continuing responses. Your right on the return otherbank - I had definitely missed that a couple of times - I've added those now. I couldn't find any missing returns though?! It hasn't helped that I've joined a lot of my code together to get the line count down so what was previously multiple routines are now a single routine ... so it can look like there should have been a return there. Do you think the return otherbank could have been causing the real hardware crashes? I've fixed it on the attached. Does anyone have a melody cart on which they could quickly test it to level 3? It would be very appreciated if so (and yes I know, I will buy one at some point!) Thanks again Ross Temple Runner t0.16.bas Temple Runner t0.16.bin -
Temple Runner - Help! (Batari Basic DPC+)
TidusRenegade replied to TidusRenegade's topic in Atari 2600 Programming
Thank you so much, adding the DFFRACINC lines right before the drawscreen has got rid of all the screen jumping problems! I should also added ZeroPage's notes from testing on real hardware: I can't figure out from the code what would be causing this and I can't replicate it in the emulator -
Temple Runner - Help! (Batari Basic DPC+)
TidusRenegade replied to TidusRenegade's topic in Atari 2600 Programming
Thank you so much for all the detail in your response - I will try some of those changes now and see if they improve things I've attached my title screen folder titlescreen.zip -
Temple Runner - Help! (Batari Basic DPC+)
TidusRenegade replied to TidusRenegade's topic in Atari 2600 Programming
Done added to the original post -
Hi everyone, I'm looking for a bit of help if possible I decided to rewrite my Escape from Kukuku Temple game (including a much needed name change!) to create Temple Runner, which has been coming along nicely but I'm having a lot of problems with it running on actual hardware. The problem seems to be with the number of lines exceeding 262 so I decided to do a whole clean up of my code and move bits around to dramatically reduce the number of bank changes (hence why in the attached source code you will see blank banks that used to contain stuff! - its a bit of a mess at the moment). This reduced down the number close to 262 but not under and I ran out of ideas of how to further optimise the code to reduce the number of lines. I added an extra drawscreen in the LevelLayout routine which gets the lines to a decent number but does cause a bit of screen jump between screens. Big thanks to ZeroPage who has been doing some testing on actual hardware for me but he is still finding that despite all the optimisations it is still causing a crash on real hardware. Unfortunately it seems to run fine in Stella (although the number of lines does exceed 262 between the title screen and the first screen - not sure why?!) so its been hard to debug further and I'm running out of ideas. Can anybody help on this please? Hopefully I'm just missing something obvious which will allow me to optimise my code, remove the additional drawscreen and have it running nicely at 262 lines. I'm guessing the alternative is to start butchering the code to remove game elements - screens etc. Thanks in advance for any help with this Ross (TidusRenegade) Temple Runner t0.15.bas Temple Runner t0.15.bin
-
Hi, I'm wondering if anyone can help with this I started a game a while ago called Escape from Kukuku Temple (which really needs a name change given how comical it sounds in other languages!) but it halted as I was unable to make a proper platforming engine on which to improve the game. To revamp the player and boulder physics to allow for proper platforming I really need to base the player and boulder movement based on screen pixels rather than specific co-ordinates and the conversions are just not working at all. I tried using the following: temp3 = (player0x-14)/4 temp5= player0y+1 if !pfread(temp3,temp5) then player0y=player0y+1 This should look at the pixel below the player and if the pixel is not populated then allow the player to fall until he hits the next platform. Strangely its partially working such that the player drops correctly at the first gap in the platform but doesn't make it to the next platform?? My defined playfield is 88 pixels tall and 32 pixels wide - so the y coordinate mapping so really be a 1:1 ratio between coordinates and pixels - right? (please let me know if I'm being dense here!) For reference my resolution values are: DF6FRACINC = 255 ; Background colors. DF4FRACINC = 255 ; Playfield colors. DF0FRACINC = 128 ; Column 0. DF1FRACINC = 128 ; Column 1. DF2FRACINC = 128 ; Column 2. DF3FRACINC = 128 ; Column 3. Can anyone help on this? I've attached my last source code for the game Escape v0.8.bas
-
Escape from Kukuku Temple (Atari 2600)
TidusRenegade replied to TidusRenegade's topic in Homebrew Discussion
I'll be honest I had forgotten about this project as I had been working on other ideas. Good call, I'll post it on the programming forum now It would be good to get good working platformer out of this project and nice to see there is at least some interest in it -
7800basic beta, the release thread
TidusRenegade replied to RevEng's topic in Atari 7800 Programming
Yep that makes complete sense thanks RevEng and thanks SmittyB for at least making me feel less dumb asking the question!! Ok time to experiment a bit with 7800 then -
7800basic beta, the release thread
TidusRenegade replied to RevEng's topic in Atari 7800 Programming
Ok dumb question of the day .... I compiled the helloworld.bas example and wanted to test the boundaries of it so I added another bank (and suitable romsize options) and in the second bank added another line of text but that appears garbled when displayed. Sure this is a simple question but can anyone help please? helloworld.bas -
7800basic beta, the release thread
TidusRenegade replied to RevEng's topic in Atari 7800 Programming
Yep, found it in the quarantine, restored it and it now works fine! Thanks your help -
7800basic beta, the release thread
TidusRenegade replied to RevEng's topic in Atari 7800 Programming
ah ok thanks, not sure why it disappeared. I'll redownload it -
7800basic beta, the release thread
TidusRenegade replied to RevEng's topic in Atari 7800 Programming
Thanks for the response - I use AVG, I disabled it but I still got the same result as above. Is it correct that there isn't a 7800filter.exe file in the 7800basic directory? The only 7800filter.* files are 7800filter.Darwin.x86 and 7800filter.Linux.x86 Have I downloaded the wrong version?? -
7800basic beta, the release thread
TidusRenegade replied to RevEng's topic in Atari 7800 Programming
Hi All, Can anyone help? Hopefully I'm just being dense with this but I'm trying to get 7800basic working so I can have a play with 7800 development but I'm struggling to get the example code to compile I've copied the 7800basic directory to by harddisk, I've run the install_win.bat file (which showed success) and I copied the helloworld bas and gfx files to the root directory to test compilation After running 7800bas helloworld.bas I get the following: 7800basic 0.6 Jul 12 2017 22:46:35 *** (): INFO, GFX Block #0 starts @ $E000 atascii *** (): INFO, GFX block #0 has 1064 bytes left (133 x 8 bytes) 7800basic compilation complete. User-defined 7800.asm found in current directory '7800filter' is not recognized as an internal or external command, operable program or batch file. After that I get a helloworld.bas.asm file but no other files are produced I'm sure that I'm doing something stupid I'm just not sure what!! I tried searching the forums but found nothing about this particular issue Can anyone help? For reference I'm using v0.6 of 7800basic -
Is there a way that I can update the post title to amend the game name?
-
Ok I got board while trying to figure issues in the other game I'm making so I updated this game It now runs on the multisprite kernel and has 5 independent lifts! Shifty Lifty v1.4 NTSC.bin Shifty Lifty v1.4 PAL60.bin
-
Escape from Kukuku Temple (Atari 2600)
TidusRenegade replied to TidusRenegade's topic in Homebrew Discussion
Ok I finally had some time to work on this and what I was hoping to do is failing miserably so I think I need some Batari Basic help! To revamp the player and boulder physics to allow for proper platforming I really need to base the player and boulder movement based on screen pixels rather than specific co-ordinates and the conversions are just not working at all. I tried using the following: temp3 = (player0x-14)/4 temp5= player0y+1 if !pfread(temp3,temp5) then player0y=player0y+1 This should look at the pixel below the player and if the pixel is not populated then allow the player to fall until he hits the next platform. Strangely its partially working such that the player drops correctly at the first gap in the platform but doesn't make it to the next platform?? My defined playfield is 88 pixels tall and 32 pixels wide - so the y coordinate mapping so really be a 1:1 ratio between coordinates and pixels - right? (please let me know if I'm being dense here!) For reference my resolution values are: DF6FRACINC = 255 ; Background colors. DF4FRACINC = 255 ; Playfield colors. DF0FRACINC = 128 ; Column 0. DF1FRACINC = 128 ; Column 1. DF2FRACINC = 128 ; Column 2. DF3FRACINC = 128 ; Column 3. Can anyone help on this? If I can't get a proper conversion from coordinates to pixels then creating a fluid jumping / falling platform game is going to involve a lot of hard-coded platform checks - which will likely eat up all of my memory (and patience!!) -
Escape from Kukuku Temple (Atari 2600)
TidusRenegade replied to TidusRenegade's topic in Homebrew Discussion
Ok based on all the feedback Im going to give the game an overhaul - I have some ideas! May take a little time but Ill be back with a better game (and maybe less phallic name!) soon -
Escape from Kukuku Temple (Atari 2600)
TidusRenegade replied to TidusRenegade's topic in Homebrew Discussion
I like that, each level could end with collecting treasure and there could be an increasing number of screens before then. Good call -
Escape from Kukuku Temple (Atari 2600)
TidusRenegade replied to TidusRenegade's topic in Homebrew Discussion
Ha ha, That makes me more tempted to keep the name as-is! -
Escape from Kukuku Temple (Atari 2600)
TidusRenegade replied to TidusRenegade's topic in Homebrew Discussion
Thanks for all the feedback everyone, its really appreciated and it sounds like its worth persisting with this game. A jump sounds like a good call, that would allow me to mix up the obstacles a bit too as it wont be constrained by the lack of movement. It would also allow a pit like level to be put in - the only issue is that Im quite limited on graphics space at the moment so I may have to sacrifice the game over screen. On the name, Im thinking of just some generic like Escape from the Lost Temple. Though Im very intrigued to know what it means in Swedish now!! Is it best to include an ending or just continue to speed up? The issue with an ending is that there is then a limit to the maximum score you can get. Thoughts? Again, all the feedback is welcomed thanks -
Escape from Kukuku Temple (Atari 2600)
TidusRenegade replied to TidusRenegade's topic in Homebrew Discussion
Also if anyone has a better suggestion for the game name Im open to suggestions. It turns out that a name that you come up with after a few beers seems less sensible every time you see it!! -
I wanted to share the new game I've been working on - Escape from Kukuku Temple Controls: Left & Right = move player Fire = hold while moving to run faster (you'll need it on later levels) Down = when falling, hold to fall quicker (you'll need it on later levels) The game is simple, its a platform game where you need to run and avoid the objects, which increase in quantity and speed as the levels go on. Its built off the Shifty Lifty base game that I created so this is a similar premise. The current version is fairly complete game-wise, though I welcome any comments etc. There is more flicker than I was hoping for though. There is no sound currently as I'm having hassle trying to come up with any decent music - if anyone has some suitable Batari Basic compatible music that they want to contribute then that would be great! I haven't tested this on actual hardware - if anyone has a melody cart and could test it that would be great Note this game uses DPC+ so it has to be a melody cart. Also only NTSC download below - for now, I'll upload a PAL60 one soon Hope you guys enjoy it! Escape v0.8 NTSC.bin
-
Screenshots from my new Atari 2600 game
