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freshbrood

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About freshbrood

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  1. Hello RT, everyone again. I am just now starting to get into the DPC+. About collision, is this mainly only good for, say, P5 vs. playfield? Is there collision for say, P5 vs. P6 now?
  2. Hey- Can Bataribasic be used to code for the 7800? And is the coding for the 7800 completely different from the 2600? I have a rudimentary knowledge of using Bb to write 2600 games. Would I be able to jump to 7800 or no?
  3. Is there an existing Bbasic tutorial program that deals with manipulating scanlines and cycles? As a noob I understand the rudimentary process but have no idea how to implement it or take it into account, other than "If program wiggles, reduce code/routine size". Particularly taking advantage of vblank and overscan maybe? Like I kinda get what it is, but not how to use it. I can read RT's EXCELLENT help page all day, but I find the easiest way to learn is to reverse engineer very simple existing .bas files. Without those examples I find it really hard to implement anything useful. I'm reading this https://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#vblank but I'm still not sure HOW MUCH code I can put into the vblank, not that I've tried it yet. A very simple 2 bank example .bas would be super duper helpful. Thanks again to everyone for all your great help and input!
  4. Version 1.0, build 568, Win7 64bit. Whenever I post even a small line of code the program will endlessly scroll up then freeze and crash. Am I doing something wrong? It's making me crazy! Also, in forums, I see that I can edit a post but is it possible for me to delete a post completely? I only recently started posting here and sometimes I reply in the wrong forum. I don't want to be annoying. Thanks for any help.
  5. I'm on Win 7 64bit. About half the time whenever I paste a small line of code, the program will scroll up endlessly and then freeze and crash. I have to close it and start over. This is driving me crazy. Am I doing something wrong? Are there newer files I can update to get rid of this issue? Any help is appreciated.
  6. Version 1.0 build 568 on Win 7 64 bit, often (about half the time) whenever I try to paste even a small line of code the program will scroll endlessly and crash. Am I doing something wrong? Is there a newer version of Visual bB I should be using? This is driving me crazy.
  7. Speaking of if.. I've been told not to use 2 or more in the same line. Why? For example: if player1y<76 then e=14 : if f{1} then e=13 vs if player1y<76 then e=14 if player1y<76 && f{1} then e=13 ----------------------------------------------- Both of these examples seem to work perfectly fine in my code. The top example uses less memory. But I have been advised to never use 2 or more if statements on the same line. Why? Is it because it's generally bad practice and can lead to confusing code? Or does it actually cause a glitch and make the game crash upon reading? Because in terms of memory usage, if the top line reads correctly every time, obviously it would be preferable.
  8. Example: if player1y<76 then e=14 : if f{1} then e=13 vs if player1y<76 then e=14 if player1y<76 && f{1} then e=13 ----------------------------------------------- Both of these examples seem to work perfectly fine in my code. The top example uses less memory. But I have been advised to never use 2 or more if statements on the same line. Why? Is it because it's generally bad practice and can lead to confusing code? Or does it actually cause a glitch and make the game crash upon reading? Because in terms of memory usage, if the top line reads correctly every time, obviously it would be preferable.
  9. I'm sorry, thank you for trying but I am still so lost! If I need an ammo count or life, I literally just write "a=100" for 100 bullets or "b=100" for 100 health. I have no idea if its in front or back, pushed or pulled lol. I only understand that a through z can each have up to a 255 number assigned to it, or be broken down into 8 "on of off" bits in the form of [0] through [7]. That's how I've used them so far and they seem to work for me. This front/back/push/pull/stack stuff is totally Greek to me. And in the standard kernel it doesn't seem to matter when or where you create the variables, they are globally read regardless of which bank the program currently reads from.
  10. My noob understanding of using variables is you say that a=5, and a equal's 5. I don't even know what it means to "store" and retrieve" later on. If I use DPC+ can I not simply use variable like I do in the standard kernel? I feel like I'm just starting to have a novice/intermediate understanding of the standard kernel and DPC+ is almost like learning a new version of batari.
  11. Would someone please explain to me in laymen's terms, as a noob, what "stack" means? I am just now starting to play with the DPC+. So confused. Sometimes I think you programmer guys don't realize your level 1 is a noob's level 3 when you explain things. I have no idea how to use stacks, data tables, or make a playfield scroll continuously scroll in either direction while drawing new blocks.
  12. Who would we talk to about this to hard code into the next update of bbasic? I think we all agree in theory it seems very plausible.
  13. At the very least you could have a village full of different and unique NPC's, almost countless, using the same default sprite that has temporarily altered pixels inside each shop or house you enter.
  14. Yeah I certainly do not know enough to fiddle fart with it. I was thinking maybe it just creates a temp copy in ram only for that one drawscreen command then goes right back to reading the default rom sprites unless that command is used again. It would only temporarily change the sprite. And maybe it could only be used for one sprite at a time as per ram, instead of changing multiple sprites at once. That would be an amazing implementation into the core bbasic program if possible.
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