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Everything posted by abaudrand
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Thanks for the reply... Yes I have an horrible flickering which is okay on stella but dreadful on real hardware... I want to make a background with 2 players sprites and no missiles nor ball. I'm flickering between two playfields but the result is not convincing... As the background is drawn, I can't use the ball or missiles shapes to fit the current design... damned
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Is it possible to use ASM within VisualBb to have a more accurate playfield? I've set a default resolution in the standard kernel with the default pfheight but I need to display three differents colors on the same row. If it's possible, how should I proceed?
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Bourguignons présents aussi!
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Salut, on est de Bourgogne (avec mon frangin).
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I've been using the harmony cartridge for the past month and it's a real pleasure for homebrowing game. BIG THANKS FOR THIS WONDERFUL TOOL, can't wait newt upgrades.
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I like the idea of the game, I think it will be a very funny game to play with such a good idea. Why not adding a second player? Let's say a blue player? 2nd player
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Finally succeed to use your code. Despite errors message after compiling, it works perfectly!!! Big thumbs up for the work!:thumbsup:
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I'll try to understand how I can apply it to my game...
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little problem with the background colors option
abaudrand replied to abaudrand's topic in batari Basic
thanks Michael... It's a difficult solution for me to do at the moment. :/ I don't have the knowledge to handle this nor code space for setting the SC option... -
little problem with the background colors option
abaudrand replied to abaudrand's topic in batari Basic
thanks Random Terrain. So does it also means that you can't change the colors of the background and they will be set forever for all the differents playfields of the game? -
I'm trying to change the value of color between level with the background colors option. I don't understand why it won't compile. rem Generated 12/09/2010 14:06:40 by Visual bB Version 1.0.0.554 rem ********************************** rem *<filename> * rem *<description> * rem *<author> * rem *<contact info> * rem *<license> * rem ********************************** set tv pal set kernel_options pfcolors pfheights background Start COLUBK=$0E pfheights: 8 8 8 8 8 8 8 8 8 8 8 end pfcolors: $06 $0D $0C $0E $0E $0C $0E $0C $0A $0A $40 end playfield: ................................ ................................ ................................ ................................ ................................ .......X.X...................... .......XXXX........XX........... XX.....XXXX.......XXX.......XX.X XX.....X.XXX......XXXX...XXXXXXX XX.XX..X.XXX......XXXX...XXXXXXX ................................ end drawscreen if joy0fire then goto Start2 goto Start Start2 COLUBK=$0E pfheights: 8 8 8 8 8 8 8 8 8 8 8 end pfcolors: $46 $4D $4C $4E $0E $0C $0E $0C $0A $0A $40 end playfield: ................................ ................................ ................................ ................................ ................................ .......X.X...................... .......XXXX........XX........... XX.....XXXX.......XXX.......XX.X XX.....X.XXX......XXXX...XXXXXXX XX.XX..X.XXX......XXXX...XXXXXXX ................................ end drawscreen goto Start2 I've read that the pfheights need to be set once (maybe with a const, but I've forgot where I've read it) but if I skip the pfheights for the second playfield, it will not compile either... Did I missed something?
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thanks SpiceWare. I forgot to activate that.
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Actually, I never completely finished my code for it. But someone else took it, cleaned it up, and got it working! Unfortunately, I'm going blank right now on who it was, but he posted it in another thread. Michael thanks Michael. I'm stuck on Stella with it (the keys seems not working despite I've check their assigment in options) I will try it on harmony with real touchpad. My current worry is that it takes 3 variables for working plus some code in the Vblank. I will try to call batman to nibble some variables and see what's left once the whole game is finished. If I got three, I will try to include it as option. regards.
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thanks, I'm looking at it. I need a long time to understand how to assign functions for each buttons.
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Hi, I'm looking to use as an option the star raider pad or the kid control or the keyboard. Is it possible to read it with Bb?
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I thought the TSkernel include a drawscreen function. I'm stuck for the moment but I will do another attempt tommorow. (when I'm stuck on a problem, I let my brain compute it while sleeping).
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Any idea (or rumors) about a release schedule? I wish I don't have to rewrite my whole game... For the moment I can't make the TSkernel flicker: Do you use a variable for it? I'm using a bit of the variable "a" as tag for flickering and the detection seems in conflict with it. Regards.
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I'm continuing experimenting your titlekernel and I've tried to use it as a playfield (for having a better resolution of background) but off course it doesn't work. Still the funny thing is that I can see my player 0 sprite but it is in three copy flickering behind all graphics. I guess there is no way to merge it in a loop with other code that interfere with graphics. Am i right?
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Ok I found out my problem. I didn't paid attention to the output setting of ImtoCo. Tutorial 1 use two 48x1 kernels and I forgot to set the "copy" button to "2" for the second picture. (hope I'm clear enough, but my english is a bit rusty). It work fine but I need now to adjust the conversion more accurately as my game title is a bunch of messy pixels. I can tell you that I'm amazed by the quality of your job ! It must have been a headache time for writing it.
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Hi, Random Terrain done a good job in doing us a chart you can see here. Yet its only for NTSC, you have a TIA palette included in VisualBb to help you pick the color. You could switch from PAL to NTSC. As a complete beginner, I can give you a good advice: the more you use them, the more you will know theirs numbers. the left part of the number is the hue you want and the right part is the luminosity (0 for dark to E for bright). Hope my advice will help. Regards.
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I'm experiencing some issue in doing the part one of the tutorial. I'm using the ImgtoCode.0.9.1.6 to reduce the copy-paste operations. When I'm transcoding pictures, despite they are draw in 96x11,48x98 and 48x11 the output bytes are not regulars: for one i got twelve rows instead of eleven. Despite I trim the displayed heights or the bytes height, the compilation succeed but the game crash in stella... As a beginner, the figure 9 in the documentation is not clear. You have enlight the remaining part to adjust but the above explanation are a later step. I guess if the figure 9 displayed the changed value after adjusting the height will be more close to the current step of the tutorial... the user could compare it with the figure 8 to crosscheck what is done Yet many others succeed using your wonderful tools so I guess I'm the problem. I will try again tomorrow from the beginning. Regards and respects for your work. P.S: when compiling your Exercice.bas file, there is no issue. Its when I try to use my own graphics that problems rise.
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That looks like it occurs when trying to write your settings back to the registry which usually means you have insufficient permissions to writing ot the registry or have a program such as antivirus that is preventing it, resulting in the error. -Jeff thanks, it didn't happen this time when i run the program again. Guess it was a weird bug from windows...
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I got this error message when leaving visualbb Don't know if it's important but maybe it could help.
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I didn't tried that as my sprite for player0 and player 1 are already defined in the game. so to sum up, the chart will be something like: 1. Player0 and Missile0 2. Player1 and Missile1 3. Ball and PF If its the case, maybe a rewriting of my game (inverting P0 and P1) will help me. Thanks for your reply IT HELPS ME A LOT
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I'm still working on my game Dragons' night (title seems already taken for a video game so I will change it later) and I'm looking for a way to hide the player0 sprite behind a square but keep it in front of the playfield. I've unfortunately found that in order of priority, the sprites of Player0 and Player 1 are always atop missiles and the ball. You can only set the PF upon everything with the CTRLPF function. 1. SPRITES 2. MISSILES AND BALL 3. PF OR (with changing CTRLPF) 1. PF 2. SPRITES 3. MISSILES AND BALL Anyone got an idea to have: 1. MISSILES AND/OR BALL 2. SPRITES 3. PF
