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TidusRenegade

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Posts posted by TidusRenegade


  1. 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

    • Like 1

  2. 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:

     

     

    When finishing level 3 it resets to the title screen! After playing through it the second time at the end of level 3 the game flashes the screen a couple of times and then goes to black and doesn't come back. I reloaded the game and it did the exact same thing. Reset after level 3 and then crash after level 3 on the second playthrough. Seems like there's something that's different between a cold start and after finishing the game once. Maybe there's some random information in memory that's not zero'd out on first run?

     

    I can't figure out from the code what would be causing this and I can't replicate it in the emulator


  3. 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

    • Like 1

  4. 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


  5. 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


  6. 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??


  7. 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

  8. 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!!)

  9. 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


  10. 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!


    gallery_25113_2174_3343.png


    gallery_25113_2174_6383.png


    gallery_25113_2174_5568.png


    gallery_25113_2174_42.png

    Escape v0.8 NTSC.bin

    • Like 5

  11. Ok the speed and the 'slidy' controls were bothering me so I've fixed them. Updated version attached.

    I've also changed the name to 'Shifty Lifty' - just to differentiate a bit from the original.

     

    I did try adding some music but it was major grief so I will try again later.

     

    NTSC version attached, I can make a PAL60 version if anyone wants one?

    No idea if this works on actual hardware - I would be very interested if anyone has a melody cart and wants to try it?

     

    Not sure if I should continue this and make it a DPC+ game with multiple lifts or whether to just move back on to my other projects given that elevators amiss is already available. We'll see

    Shifty Lifty v1.3 NTSC.bin


  12. Best scores? I'm actually not very good at my own game, best I got was 1,330

     

    Replaying this I'm having second thoughts about the 'slidy' controls, I was just trying to match the original game but they are annoying. Also its needs a slower step in speed. I'll update this port at some point

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