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Posts posted by abaudrand
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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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I got this error message when leaving visualbb
Don't know if it's important but maybe it could help.
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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The player1 sprite appears "behind" missile0 on either priority - I don't know if that will help?
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
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strange, I've reinstalled visualbb 3 days ago with the latest seed and I got the same configuration as you (boot camp, XP SP3). Just an idea, check the version of microsoft framework.net you have installed. I can't remember which version you'll need but I remember you need a certain version for making it work...
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yeah, no regrets, just replace it by the new one

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Hi,
I'm at office and can't play it for now but I would appreciate a screenshot attached to your post.
Regards.
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neat. Thanks. I guess I should learn "optimisation"

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Just asking a silly question but I've read that it is possible to have more than 32Ko with melody board cartridge.
Is it true and is Bb capable of handling more than 32Ko?
I ask the question as I'm filling stuffy with only 32Ko.
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yes, I have a score for player0... anyway, I'll finish all levels sharing the same kind of kernel for the moment and will do the others in the end. For the moment I'm still trying to understand the maths of the atari to solve my sliding effect trouble.
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AAAARRGGGHHH !!!!!!!!!!
I was hoping I could mix a 4k bank with no_blank_line for titles, another 4k for a multisprite level, and the rest of banks for others level of my game...

I guess I should rethink all my game as I will never be able to mix them...
moreover I'm using a lot of variables (already reaching letter "m") and I guess you're meaning these variables are assigned depending which kernel you are using.
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thanks for the lesson RevEng. I guess it will help many readers but it still weird for me. I will study it next week till it ring a bell in my low-frequency budbrain ...
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Thanks but I will try to rewrite my code tommorow and hope my mind will be more clear (which I doubt). The code of Jrok works perfect for his program so I guess I've missed something in mine. I'm still working on Dragons' Nights: Done a map for changing quest, add a gameover title and now designing the IcyMountain screen and I'm stuck with my archer sliding right off the screen. I guess my problem is the same as it's tough to understand that +255 equals -1 (or something close to it)
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Thanks for the thread Random Terrain. I've tried to put the code from jrok into my game with little modification but each time I go to right, the player never stops. Damn mathematics...
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I've seen Nethack in the poll list but I voted for other as ADOM by Thomas Biskup is my favourite one. I can't remember having such a high "replayness" as most of place were randomly set. Such a deep game that after playing it, I'm sure I've missed half of it (8 times champion of the arena, defeated by the Mummy lord in his pyramid, meet a kind of lord of chaos randomly met as I go further in a dungeon...) I would love to see a reduced version of it on atari...
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thanks, I'll have a long study of it tonight.
Regards Random Terrain.
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Hi,
I'm trying to create a skid effect for the player0: like Halo or the original Super mario bros, when you go left or right, there is a variable to make you slide a bit further depending how long you were going to a direction.
I thought something like
Left
playerx=playerx-c:if c=0 then skip else c=c-1
Right
playerx=playerx+c:if c=0 then skip else c=c+1
Still
if c>1 then playerx=playerx+c
if c<0 then playerx=playerx-c
Do you think there is a better way to do it?
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Thanks for the explanations. I'm greatly relieved about the variables which are available thru the entire game.
For my mind's sake, I guess I will keep a simple title screen and endscreen "kernel" compatible with the rest of the game just for testing it and as a bridge with the rest of the game. Once the game will be ready, I'll rewrite a module of 4k with different kernel and ask for help once I'm done with all other matters.
I've just found and bought on ebay a complete atari 7800 and once I've sell enough old stuff, I'll order an harmony cartridge to test what I'm doing on TV as I wonder about the flickering with Stella. You can't imagine how I'm happy to use batari and create a video game.

Regards.
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Hi,
I'm starting to question myself about which kernels to choose for the game as choice make limitations later.
Is it possible to "mix" differents kernels within the same game? For exemple, I would like to have no blank line for the main title or final screen then as I need missiles for the Ingame, I would like to remove this kernel.
The other question concern the bank switching: Can I store a variable thru the entire game despite I switch bank? I want to alternate dragon shooting and horse riding (which I guess will be stored in different bank) but I need to have acces to variable to know where the player is in the game progression.
P.S: for those who are interested about where I am in Dragons' Nights, I'm struggling to make the missile of the dragon into a different color so I'm trying to learn the flickering

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thanks Random Terrain for "the did you know?". It's more clear for newbies like me


The Titlescreen Kernel
in batari Basic
Posted · Edited by abaudrand
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.