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Everything posted by Lodmot
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I didn't notice any lag.... o.o Thank you for the tip though. That's definitely a good idea. ^^ EDIT: I see what you're talking about. It happens on the emulator, but on the real console it actually plays smoothly. Not sure why. I also just noticed a problem where the screen goes black when you beat a level, which I just fixed. It was due to the multiple banks the game now has. Meantime, I should probably optimize the code a bit so that it runs a bit faster, especially for all the stuff I have planned for the game.
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xDDDDDD Very well ^^. I'm actually surprised I was able to fix it. Had I not, then I probably would've had to put the project on hold.
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Okii. ^^ Good night Reo. I have Tuesday off completely, so I'm sure I'll see you tomorrow.
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UPDATE: I got the playerscore.asm kernel to work with the 16k rom size! The weird thing though, is that I actually had to put the main game loops into the 4th bank in order for it to work. It seems to me like in order for the playerscores kernel to work properly, the entire game code (or most of it at least) needs to be in the same bank as the "inline playerscores.asm" commands, or else it messes up like in the picture above. That makes sense I guess, but now I think I've ran out of space in the 4th bank, because when I compile, the message looks like this: As you could see, where it lists the amount of bytes in each bank, bank 4 is not there. That makes me think bank 4 was entirely used up, and the compiler had to resort to moving some of the game code to the first bank? I'm not sure... I'm just guessing. But yeah, so that's what's up. :3
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Alright. XD If you ever want me to credit you for helping, let me know. I don't feel right asking people for help and not at least acknowledging them when I release the game.
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Uploaded! By the way, the source file I put up is the 16kb dump, so it has that weird error that I mentioned in my post above. You'll have to revert the rom back over to 4KB and get rid of the bank indicators in order to get the game to play correctly. Also, would you guys like me to credit you both for helping me on my first really ambitious project? I really appreciate the support, so the least I could do is mention you at the top page, or somewhere in the game maybe.
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Alright... Kinda ran into another problem... I was planning on putting a bunch of other stuff in the game (title screen, 2P mode, music, etc), but in order to do that, I have to make the rom size 16k. Now the game will start, but when you touch one of the squares, this happens... It has something to do with the playerscores.asm kernel, but I don't see what I'm doing wrong... Here's what the code looks like in the beginning: set romsize 16k set optimization inlinerand rem Titlescreen Code will go here. __Start_Stage COLUPF=$d2 player0x=50 : player0y = 60 player1x=(rand&127)+1 : player1y=(rand&63)+1 .... and so on. And here is how the game's code ends: ............ %01111110 end if s > 99 then v=v+1 : goto __Start_Stage goto __Win bank 2 bank 3 bank 4 inline bcd_math.asm inline playerscores.asm All I did was add the first two lines at the top of the code, and these last 5 lines indicating the different banks (which have nothing in them because that's where the music and titlescreen would go), and two asm files. Based on the instructions for both Batari Basic and the playerscores kernel, I'm pretty sure this is a glitch in the playerscores kernel of some kind rather than my own code...
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Actually, I discovered that the glitch with the boxes looking like lines was my fault. XDDD But I got it fixed now. Also, I was able to incorporate the use of actual stages! The game has 15 stages of gameplay that you can do. They get harder as you go. There's actually a bug that I have to fix where periodically the game won't notice if you or the CPU player collected the specific amount of games. I believe that's some kind of timing issue and is easily fixable. But anyway, I'm gonna upload this new version when I get home. I'm using my school's computer right now. xDDD!!! I brought my laptop, but the wireless sucks here so bad, I can't connect anywhere! D8 Anyway, that's all for now. Next I have to figure out how to get the playerscore minikernel to work with bankswitching, which is more of a pain than I thought it'd be.. Right now, the base game code just BARELY fits onto the default 4K rom size, but I need to increase that to at least 16KB in order to add more stuff to it, like music and 2P mode and an actual titlescreen. I'm gonna change the first post to list the other things I hope to get working. In the meantime, TATA FOR NOW! 8D
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@Random Terrain: Wow, I really like what you did with the code. It's a lot easier for me to read it now. I even picked up a variable that I initiated but never used in the game! XDD Thank you for helping me. :3 @reo LOL! Yeah, I see it too. That's quite easy to fix, it's just a NUSIZ issue.
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Technically I don't, but it's easy for me to make. Right now I'm in the middle of College Algebra homework, so I'll have it up in like 15 minutes or so. xD
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XDDDDDDD Awesome dude! :3 I hope you learn a lot from my sources. I didn't even look at many example games actually, I watched a youtube video that explained the different functions as he was making the example game. It was pretty good. ^^
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Well, I just uploaded the updated source code. It has everything I did up to the error that I'm stuck at. >.< I also included the ill-compiled version of the game for no reason at all. xD
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Thank you for your kind words. :3 Well, I'm having problems again... I thought I got it working, but now it's doing the same thing it did last night. >.< I'm gonna put up my up-to-date code for Random Terrain to look at. It just won't compile correctly for some reason. If all goes well, I'm hoping to actually make this a full-fledged game, with music, a titlescreen and 2-player mode and everything. But I gotta figure this stuff out first and find out why the playerscore kernel doesn't like bank-switching games.
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Id greatly appreciate that. I usually try not to ask people to look at my code because I don't want to seem noobish, but at the same time Im still learning how to do this, so thank you very much.
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I had a similar problem even when using smartbranching, so I stopped using smartbranching and just use goto all of the time like this: if _Monkey_Fart = 5 then goto __Giraffe_Candlestick Well, now my code isn't working at all... I try to add another label for setting up the next stage of the game, and when I compile, it gives me an unexpected error.... I think I have too many labels in the game now or something, because there's no errors in my code. The game has gotten very big, and I'm sure there's probably a more efficient way I could've made the game, or at least some way I could somehow split the code into chunks so it's easier for the console to read, but I'm still pretty new at this. When I run the game, it still plays quite nicely, even on the real console the game runs flawlessly.
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Yes it does! :3 You may want to re-download it because I just re-uploaded it like a minute ago. xD
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Ehh... I'm having problems making this game... It appears that some of my loops cannot reach to other loops because of the distance... I'm stumped, I don't know what to do, and it's driving me crazy.. Unless I figure something out or get help from somewhere, I don't know if this game can be finished... :/ EDIT: Nevermind! I arranged sections of the code in a way that somehow works! 8D YAY! xD
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Unfortunately I don't. >.< I deleted the source code to these three demos that I made. I don't know why, or what I was thinking by doing that. Now I always keep my game's source, even when I deem it finished.
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XDDDD You're great! 8D That song is sooooo 80's! o;
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Yay! :3 I think you're like my biggest fan right now. XD Keep in mind, it's still very early in development, so there's no way to lose or win. Right now, you're just picking up items and that's it. It's merely a graphical demo of what it's going to be.
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I didn't vote. uguu! I think it should be released on CD-ROM. XD LOL! xDDD Reo you're great! 8D
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Who the hell voted "no"? D:
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Here's my next project. Stepping it up a bit. It's called Game Catcher 2600. Back in 2004, I made a game for the computer called Game Catcher. It involved the player collecting games that were flying around, and they had to collect 100 games before the picky customers, while avoiding running out of cash. It's an original game of mine, and I decided I'd try and port it to the 2600. High-Res Title Screen: Working 1P/2P Menu: Gameplay with smooth, colorful graphics: In case you're curious, this is the original game: http://megatoxic.com...e%20Catcher.exe I think this could be very faithful to my original game. Updates - 2/5: Alright, well so far I've had little to no suggestions from people, so I'm going to assume everyone likes the game the way it is and call this game finalized. I'm still open for suggestions though, just in case someone wants to post something. I know the rom file is still called "beta", but I don't really have time to change it at the moment because I have work soon. >.< So, hope you guys like the game! ^^ Status: Game is finalized! Let me know what you guys think. game_catcher_finalbuild_033012.bas.bin
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So I'm doing a pretty big project, and I'm using the playerscores minikernel to display some extra information at the bottom of the screen. However, I've got my game set to be a 16k rom, because this is one huge game. For some reason, the minikernel doesn't like that setup. I did everything the instructions told me to do, which was to put the "inline" directive for the kernel at the end of my code in bank 4, separated from the rest of the code. In bank 1, that's where the entire game is stored as of now. I use functions that the minikernel gives me to add up the player score information. But when I play the game, every time the player scores used by the minikernel try to add up, the game flashes and restarts. I was able to narrow the problem down to it being a bankswitching issue, but I can't see anything I did wrong in my code. I also looked at the small demo file that comes with the minikernel, and modified it to be a 16k rom, which resulted in it doing the same thing: flashing and restarting. But when the romsize isn't set and bankswitching isn't used, it works fine. Anyone know what's going on here? Thanks. ^^
