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Posts posted by freshbrood
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I playee with this a bit. Can I make a 96p wide multi color full screen image? It seems the larger multicolored images are only 48p but only the ROBOTRON text is 96p. I'm a bit cornfused on which one to use exactly.
I'd just like the largest fullest screen multi colored image I could make, but also maybe with a scrolling text.
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Sorry. I was not aware they weren't all maintained by "the local Atari crew" lol.
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Possibly off topic, but I'm really confused about sound data..
When I think of 2 chanels, I think stereo sound. But also 2 separate tracks.
But the Atari seems to have stereo sound but only one track? As the data for both chanels always must be embedded together- is that correct?
Like if I only want 60 seconds of notes playing from C0, but I want the option to use C1 for other sounds later, it appears to create almost twice the code via the 0,0,0 for C1 for that full 60 seconds even if I don't use it. Unless I'm wrong?
My idea was to have a perpetual drum loop on C0, with a randomized melody on C1 that periodically plays on top of that. But the way both chanels intertwine data into one stream seems like 2 separate and simultaneous tracks is not possible.
Am I understanding this wrong? Because I'd really REALLY like the option to randomly drop one short mono track on C0 over another mono track on C1.
Can this be done? I'm less concerned about saving memory. I'd like a perpetual loop with a track that can drop in on top of that loop but without interrupting that loop. Theoretically this should be possible..
But the two chanels embed into one data stream with MusicMaker.
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20 hours ago, Random Terrain said:I don't understand. Everybody should be getting batari Basic from the link provided here:
https://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#gettingstarted
It may ne helpful to disable the other outdated links to older versions available on other pages. I will go to the RT page only for now, but other people trying to get into bBasic using a Google search will be led to many frustrating dead ends.
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Is this possible? DevStudio? How?
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So just to confirm, I re downloaded every version of bBasic from every page I could find, and the same with VbB. Re installed everything and it all seems to work and save settings on Win10_64 using the 64bit version(s). Apparently some folders/files were separate with different downloads.
There are certainly a lot of different pages and sources for it. Maybe some updating/consolidation would help? I'm happy to volunteer. I'm just not sure how.
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Speaking of which. If Ubuntu can run on Android, can bataribasic be run on a smartphone?
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I can live with it. It's a little annoying doing the settings each time but that only takes 30 seconds and I use it for hours at a time anyway. I love batari basic and hope we never let it die.
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March 2021, Win10 64bit, latest windows update- currently only bbasic 32bit works for me. (64bit version would close immediately)
No settings/paths are saved, but it edits compiles and saves. Just an fyi.
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v568 will immediatly close a couple seconds after loading.
v554 works but it no longer remembers the path variable. Every time I open it, it thinks it's the first time. Running the winbat gives me a "missing SETX" error.
This is driving me insane. I'm really hating Win10. It ran well at first.
There also seem to be some odd issues with the score, where it no longer recognizes the default files as valid .asm files. I don't know for certain but I believe it's now causing programs that used to compile to crash now.
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I can't get the latest version of vbb to stay open on my new Win10 64bit laptop. It's driving me crazy. No warnings or security flags. It starts up for a few seconds then just closes.
Any tips?
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17 minutes ago, Gemintronic said:The far left and right columns of the score font can sometimes bleed into other digits. It's a safety padding thing
Annnnd I also just noticed that it does not seem centered in batari, but off by a few pixels (about one digit) to the right.
Is there any way to center it and/or make sure all 8 pixels display? -in batari standars kernel?
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Thanks. Also I noticed in batari only 7 pixels of the score numbers display, at least in the first number on the right. The editor allows for changing all 8 pixels but the furthest left column doesn't display.
Is there any way to get all 8 pixels of the score # to show in batari?
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On 12/5/2017 at 1:36 PM, Coolcrab said:Hmm, I'm sill not sure. This would still overflow the a if its over 256 right?
if s{3} then dec a = a + $20 score = score + a
What is the $ sign in front of the 20 for?
I recall somewhere reading that it's simple to change the indivibual numbers in the score/it has it's own built in 3 variables? But I can't find where I read that anywhere.
I simply want to be able to toggle individual numbers in the score off and on without affecting the overall score or other numbers in it. I know this is easy but I can't remember where I saw how to do it. Please help
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Probably in the next few weeks. Was optimizing code to fit in all the final graphics and now the game is more or less complete, I just need to put it all together. Working on fatalities then going back to finish the specials, with constant tweaking in between. Hopefully a soundtrack is coming soon too.
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Thanks for the very great explanations as always!
11 rows it is. A full set of gruesome fatalies is more important!
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4 hours ago, ][UNREAL][ said:@freshbrood I found the right topic now! I want to help you. Maybe with char design.
How could you help?
No offense but I dont think you can draw them any better than I can or the resolution can be further increased to make them look any better.
Other than using assembly to maybe get some more effects from the background I believe these are the best and closest sprites Atari 2600 can get to 16bit digitized.
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Also I'm cornfused; It seems that "Graphic memory" is fixed at a maximum regardless of rom size, and only "Action memory" (i.e. ways to manipulate graphics and color tables) increases with rom size, but not the amount of color or graphic assets themselves. Am I understanding this correctly?
Does using more data to make snazzier, finer backgrounds with more colors eat in to the available amount of data I can use for sprite colors and graphics?
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Hey Viny I am no where as skilled as Karl G is at coding but I love Batari Basic and I'm always happy to show others what I've learned. Feel free to inbox me for tips.
The RT page he suggested is almost 100% what I've used in addition to asking polite questions in the forums and using these sample programs which are CRUCIAL:
https://www.atariage.com/forums/topic/109288-code-snippets-samples-for-bb-beginners/
Also; As a noob my advice to you is 1) IGNORE ANYTHING RELATED TO DPC+ (at first. It's much harder to learn than the STANDARD kernel, but the STANDARD kernel first WILL help you to graduate to DPC+ later) and 2) Ignore DATA TABLES and CONSTANTS (at first).
Learn the basics- how to draw sprites, make them one solid color, move them around. etc..
Love your avatar btw. Atari needs a Bubble Bobble!
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Nice work.
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This looks awesome. Can this be used in VBatari Basic for the 2600?!
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Interesting. I need to start playing with the assembly tutorials. Unfortunately my pc just crashee on me.
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6 hours ago, Karl G said:If you don't mind me giving a little more detail here ... the issue wasn't the "stairstep" issue as described in the bB manual, as the "background" kernel option isn't even used in this game. This game loads player sprites from data manually so as to not have to define two identical sprites for each of the players. The problem with this method is that if any of the data tables used for sprite graphics crosses a page boundary, it throws off the cycle count for the display kernel when displaying that particular sprite, causing display corruption. Adding directives to align the data solved this particular issue.
tl;dr loading player graphics from data tables is a pain, so avoid it if you can. 🙂
Just an fyi, RT's Batari Basic page lists the waterfall effect as an issue when using the background color kernel without the no lines kernel, and from what I understand the pf kernel just pushes the background colors to the pf. That's why I assumed it was the pfcolors kernel. Separate issue maybe?
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Thanks. Yeah it's been a pain but thanks to your assistance I was able to literally double the amount of colors and sprite frames for nearly half the memory. It's an incredibly efficient engine I think for the amount of content and functionality included.

Ninja Kombat 2600 work in progress update!
in Atari 2600 Programming
Posted
Update very soon. Couldn't time it to the movie but it's coming along!