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freshbrood

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About freshbrood

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    Star Raider
  1. "The not-equal-to operator (!=) is not valid bB syntax. It does not work with batari Basic." Is there another way to say "if x is not equal to"? *Edit: My originial post was a typo. I meant to say if x!= Anyway.. If x<2||x>2 then goto.. seems to work. Same effect. Just uses a bit more memory than I'd like. Oh well. Thank you RT
  2. In Batari Basic, the if !x= statements don't seem to work for me at all. Perhaps I am doing somethhing wrong? I.e. when I write: ------------------------------------------- x=2 if !x=1 then COLUBK=Rand ------------------------------------------- Shouldn't this make the background color change? I could replace "COLUBK" with a goto statement and it still won't go anywhere. "if not" statements seem to be broken/utterly useless.. or am I writing them wrong? Please help.
  3. Omg thank you. I may now continue my project!
  4. Hello. I use pfscroll down for a graphical effect. Number of scroll counts down is random and varies according to user input. On a new screen I attempt to draw a new playfield, but now it is mis-aligned because I scrolled it previously. How can I reset the starting playfield blocks to their default position without having to know the exact number of times they were scrolled? Is this possible to do in batari? Please help.
  5. Hello. Using batari basic, I pfscroll down for a graphical effect. Number of scrolls down is random and varies according to input. On a new screen I attempt to draw a new playfield, but now it is mis-aligned because I scrolled it previously. How can I reset the starting playfield blocks to their default position without having to know the exact number of times they were scrolled? Is this possible to do in batari? Please help.
  6. Is there a way to get rid of the "waterfall effect" when using colored sprites and a colored playfield in the standard kernel? If it were static I wouldn't mind, but it moves and ripples as the player objects move.
  7. "Running the gauntlet" basically was a form of punishment where a person would run through the middle of a row of soldiers slapping them with their armored fists. The word is derived from the French "Gantelet". My vote is "Gantlet" for the official title. It's as close as you can get without copyright infringement. https://en.wikipedia.org/wiki/Running_the_gauntlet The word in English was originally spelled gantelope or gantlope,[7] but soon its pronunciation was influenced by the unrelated word gauntlet, meaning an armored glove, derived from the French: gantelet.[1] The spelling changed with the pronunciation. Both senses of gauntlethad the variant spelling gantlet.[1] For the punishment, the spelling gantlet is preferred in American English usage guides by Bryan Garner and Robert Hartwell Fiske,[8][9] and is listed as a variant spelling of gauntlet by American dictionaries.[1][10] British dictionaries label gantlet as American.[11][12]
  8. My go-to method is to use MS Paint included on windows computers. I draw a grid that's 8 boxes wide and however tall I need it. Then I paste in a .bmp picture of what I'm going for and drop the grid over it, then try to emulate that image the best I can in another empty grid next to it, using the chunky pixels of the 2600. That's how I got my avatar, which is just p0 and p1 side by side, with a 2nd frame of each on top. The flicker was minimal enough to show all the colors in a camera phone pic.
  9. Hello guys, another nooby question. Is there a way to share player color data the same way we can use data frame1lo and data frame1hi for sharing sprites? If so, a very simple example would really help. I am using the playercolors kernel. Thank you!
  10. I have the latest bblint and I've checked Win 7 compatibility mode. For some reason it just gets corrupted when saved on my Win 10 computer.
  11. I have transfered certain .bas files from a Windows 7 pc to a Windows 10 tablet with SD memory, not a physical hard drive, using VBB. The same .bas files will play perfectly on the Windows 10 tablet, but when I re-save them through VBB, some files will simply fail to compile. It seems that SAVING them causes some error. Others will allow me to edit and save them, others will not. But all will play fine via Stella BEFORE I save them on my Win 10 machine. Is anyone familiar with this issue, or why this might be happening? Again- I can transfer them from Win 7 to Win 10, open them up in VBB on the Win 10 machine, play them on the Win 10 machine, but once I SAVE it via VBB on the Win 10 machine (even if no edits were made) they somehow get corrupted during the save process. Sometimes they claim duplicate labels or misplaced "end" as well, but they are not. I have disabled bblint.
  12. Using VBB, I'm getting the same error regarding misplaced "end" commands that aren't actually misplaced. It seems to happen once I get to a certain file size. I don't recall the version of VBB I'm using, will update this to include it when I get home.
  13. I'm having trouble making a sprite higher than 35 lines. I'm using the set kernel_options player1colors playercolor pfcolors And for some odd reason, it will fail to compile when I draw a sprite higher than 35 lines. Is this a known issue? What am I doing wrong? It's even less when I try to add colors- it just won't compile unless I lower the number. Also, if anyone cares to help, I am still quite lost over using pfres. When I do, I either get giant blocks, or small squares in no discernable order. I cannot draw a decent looking playfield using pfres. A simple sample tutorial or .bas would be much appreciated.
  14. This doesn't tell me anything at all. I've seen it, and it is not helpful to amateur programmers. How do I draw a playfield using this? Using const pfres with many diffetent numbers only gives me giant blocks or random, unordered blocks.
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