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abaudrand

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Everything posted by abaudrand

  1. When I'm doing the basic compilation, the process stops at L044. which is the line with one negative value for d. Compiling C:\Documents and Settings\Al\Desktop\Ghost\DRAGONV7.bas 2600 Basic compilation failed! LINE -->Microsoft Windows XP [Version 5.1.2600] (C) Copyright 1985-2001 Microsoft Corp. C:\Documents and Settings\Al\Desktop\Ghost>preprocess <DRAGONV7.bas >47332440-695e-42cd-b15a-4e5d226c4d7c.tmp C:\DOCUME~1\Al\Desktop\Ghost>2600basic -i <47332440-695e-42cd-b15a-4e5d226c4d7c.tmp %bB% game .L00 ; rem ' Dragonblast .L01 ; rem ' v.7 .L02 ; rem ' Author: Alexandre BAUDRAND (...) .L044 ; if joy0fire && c{5} then missile0x = player0x : missile0y = player0y - 7 : b = 1 : d = - 1 : e = - 1 lda #$80 bit INPT4 BNE .skipL044 .condpart9 LDA c AND #32 BEQ .skip9then .condpart10 LDA player0x STA missile0x LDA player0y SEC SBC #7 STA missile0y LDA #1 STA b LDA #255 C:\DOCUME~1\Al\Desktop\Ghost>@exit So that's all... I can't make it work for the moment. maybe I'll rewrite my missile behaviour to get rid of the negative value...
  2. Hi, I'm still developping the missile and I got something messy (again...). I've wrote a generic missile equation who will depend of 2 variables for determining the direction of the arrow. The compilation failed... I've read on the batari command list that negative variable are ok so... I don't have a clue what's wrong... Basically, I wanted to do something that will store your last know position to determine which direction to fire (like in the Atarius Maximus script). But contrary to this script, I wanted to let the arrow go out playfield before you can shoot again. so I assigned the "b" to check if arrow is shoot or not. If not fired (b=0) then u can shoot in any direction (determined by c(X)) who will give you a "d" and "e" number for moving the missile0x and missileOy. Once the missile reach out the playfield, all value are reset to 0 so that you can shoot again. The DragonV6 version worked as it doesn't include the firing equation.
  3. Ok, fixed the multi-directionnal sprites. I think I will have to misalign a little the position up the tower as for shooting down a dragon, it will make you go back on the rampart... But it could wait for the moment. I'm now scratching my head to handle the missile for a multi-directionnal shooting. I like the idea proposed by atarius maximus but the problem is that the missile is only a dot and if you stop firing, the arrow stop in the middle-air. I'm trying to work out something for the moment but I think the best thing I need is something similar to the shooting of Berzek. I'll post a thread with the game's name once I'll get something playable. Regards.
  4. Thanks Yuppicide, I'm working on it. Guess I was too tired last night to work on programming. I've also put the sprite of the dragon in the wrong place and put it right after the SWCHA reading. For the color of the dragon, I guess it's because I'm working on PAL palette and its a bright red. But anyway it's a good idea if the colour of the dragon change randomly and is sometimes difficult to see As I'm messy, chaos will be the co-author of the game. Yesterday, I've tried the PF0 command as I thought it could continue the rampart in the border but its only a full column of colour. For the moment, I'll let the Playfield as it is. I'll post the seed V6 by the end of week with (I hope) the multi-directionnal animation for the archer. Guess the arrow will give me more headache later. Regards.
  5. Hi, I'm struggling with the joystick control reader. I've opened the example 14_MoveAnimateAndFire.bas that Atarius Maximus created and the SWCHA joystick example by Robert M and decided that maybe the second one could fit for what I'm trying to get. The plot: You are an archer who have to protect the castle from flying dragons. For the moment, the AI of the dragon is taken from the tutorial of tinkernut but later, I wish I could randomly alternate between this behaviour and a firing missile one. I wanted to make a sprite for each direction as I would like the player shoot arrow in all 9 directions but the player could only go left-right on the rampart and climb upstair to the tower if you need to escape from a low-flying dragon. for the moment, I'm a bit lost about where i should include the code in the loop. The V4 is the last working version and is basically the same as the tutorial of tinkernut besides the background interaction. The V5 is the big mess where I am. As I'm eager to learn what's wrong in my construction, I'll be glad if someone just give me tips to where I should go and not the final solution. Regards.
  6. Thanks Jwierer, I forgot to check that as I first used the install program that Tinkernut provided with his tutorial. I'm actually using his tutorial to add more functions and try to see if I will be able to make my own little game later. So I've reinstall everything and now i can copy and paste the code that Random Terrain have provided and its fine. I just have to pay attention for indentation as it sometimes still give me issue. For the moment, I've succeed to add the stairway to go upstair on the dungeon and changed the movable area for the player depending on which floor he is. I'll try tommorow to add multi directionnal shooting by examinating the example file provided by Atarius Maximus. Once again, a warm thanks for your handy help here. I can't help much for the moments on batari but if u have any question about movie editing, just send me a MP and I'll be glad to return the favour.
  7. Ok... I still have the issue. I guess I have something wrong in the installation of visual bb as I manually upgrade from the previous seed. Guess there is a problem in the compilator. Goin' to check it right away. Got this message when i reinstall from build 550: Could not locate sed.exe. Please copy sed.exe to C:\Atari2600\bB. This will improve DASM error reporting Precompilation failed, aborted at 10/07/2010 15:23:40 ... ...
  8. set romsize 32kSC set tv ntsc COLUBK = $00 COLUPF = $0E const pfres=24 playfield: ....XXXXXXXXXXXXXXXXXXXXXXXXXXXX ....XXXXXXXXXXXXXXXXXXXXXXXXXXXX ....XXXXXXXXXXXXXXXXXXXXXXXXXXXX ...XXXX......XXXXXXXXXXXXXXXXXXX ....XXX..........XXXXXXXXXXXXXXX ...XXXX...........XXXXXXXXXXXXXX ...XXX.....X.......XXXXXXXXXXXXX ....XXX....XXX......XXXXXXXXXXXX ....XXX...XX........XXXXXXXXXXXX ....XXXX...X........XXXXXXXXXXXX .....XXXX............XXXXXXXXXXX ......XXXXX..........XXXXXXXXXXX ......XXXXX..........XXXXXXXXXXX .......XXXX...X......XXXXXXXXXXX ........XXXX........XXXXXXXXXXXX ........XXXXXXX.....XXXXXXXXXXXX .........XXXXXXXXX.XXXXXXXXXXXXX ...........XXXXXXXXXXXXXXXXXXXXX ............XXXXXXXXXXXXXXXXXXXX .............XXXXXXXXXXXXXXXXXXX ..............XXXXXXXXXXXXXXXXXX ..............XXXXXXXXXXXXXXXXXX ..............XXXXXXXXXXXXXXXXXX ...............XXXXXXXXXXXXXXXXX end main drawscreen goto main Thanks Random Terrain and A BIG THUMB UP for all the energy you give for your website. I now have a display issue in stella... Instead of having this (Grab1), I got that (grab2). I got the feeling I'm a dumber... By the way, i forgot: I'm using visual BB 1.0 (build 550)and stella 3.1.2
  9. Strange, I can't compile your code... I've checked the indentation for each line but each time Ì got this: Fatal assembly error: Source is not resolvable. Errors were encountered during assembly. Besides, I guess i can't make a working cartridge for all VCS if I choose a 32kSC. I will keep the low res instead. Keep working on it anyway.
  10. Thanks lads for the quick answers!!! it's crystal clear! I'll try it once I'm back from work. Regards.
  11. Hi, I just started a couple of weeks ago playing with visual bb and have small troubles understanding the playfield limitation. - I've tried to convert a photo to use it as playfield and I can't display it entirely. the resolution is 32 x 24 but the drawing is stuck at line 11. Is it a limitation of visual bb and batari basic? - the second problem (for the moment, guess I'll meet more as I go further) is that I want to play with the height of playfields between the titlescreen and the main game. when I leave the titlescreen to play the game, the display go havoc as there was no blank sync. I've removed any difference of pfheights (and the set kernel_option pfheights ) between game sequence and its quiet again but I guess it's my lack of knowledge about programming it. If someone have an explanation, I'll be glad to hear(read) it.
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