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jbaudrand

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Posts posted by jbaudrand


  1. I always though you mold them by yourself! maybe it's time to think about homebrew plastic injection. there's a guy at opcodes games who made them for Coleco... or maybe somebody will think about all theses E.T cartridges six feet under the ground...


  2. Many thanks for this kernel, I guess it will be useful to pin it or create a master Thread where all the available kernel will be displayed (I mean no support thread, because it will be difficult to read, but more like a tool box; maybe in a near future we will have a lot of kernel available)

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  3. Can we do PAL50 games with Batari?

     

    As far I've understood, I must look at sound side, because frequency is not the same, but is there anything else I missed?

     

    please be kind about my english: it's not my native language.


  4. The problem in a nutshell, is that if missile0y<=240 then you're always skipping the bit of code that increments your sound timer and turns off the sound when it reaches 2.

     

    If you move that bit of code above your missile0y check, so it's executed each frame, then everything works out...

     

    *** EXISTING CODE
    
     if missile0y>240 then goto skip
     missile0y = missile0y-2:goto drawlooping
     
    skip
     if joy0fire then missile0y=player0y-2:missile0x=player0x+4:AUDV0=4:AUDC0=3:p=0
     p=p+1
     if p=2 then AUDC0=0
    
    drawlooping
    
    *** NEW CODE
    
     p=p+1
     if p=2 then AUDC0=0
    
     if missile0y>240 then goto skip
     missile0y = missile0y-2:goto drawlooping
     
    skip
     if joy0fire then missile0y=player0y-2:missile0x=player0x+4:AUDV0=4:AUDC0=3:p=0

     

    ooh thanks, the logic in programming is merciless..


  5. Try adding a ":P=0" to the end of your if statement.

     

    Without it "p" will be some value from 0-255 when the fire button is pressed.

     

    Thanks, it's working better but I'm still trying to understand how it works: because when I set if p=2 then AUDC0=0, the sound stay as long as the missile is on screen, very strange

    test sound.bas


  6. I'm trying to add sound in a little game,

     

    if joy0fire then missile0y=player0y-2:missile0x=player0x+4:AUDV0=8:AUDC0=4
     p=p+1
     if p=10 then AUDC0=0
    
    

     

    :/ I though the counter will be in frame, but it's too long, it plays during 3-4 seconds, so I wonder what is my mistake.

     

    any idea?

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