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Posts posted by freshbrood
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That's a very cool scrolling falling sky demo. I've also noticed that if I try to manipulate too many pf blocks at once it does weird graphical things like flashing blocks in the wrong places.
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I hope my question didn't come off as rude or condescending towards batari's incredible work! -not my intent at all! I certainly do not know better.
It was a sincere question based on my extremely limited understanding and I literally have no idea what goes into writing kernels or the first thing about assembly.
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I wish I knew how to write kernels. Even if there was a way to start drawing the top row of playfield blocks only half as wide, starting lower on the screen if that saved time. (The green "health" bars. That would look better anyway.) And in turn use less sets of colors for the scanlines that it doesn't draw.
Also, if the 12th row of playfield blocks can't even be shown, why does the tia still waste cycles attempting to draw it? I realized that it's still there and can be displayed if you scroll the playfiled up 3 or 4? times. Then you get 12 rows with the top and bottom rows being half as thin. I don't know how to do it myself but I think I have a rudimentary understanding of the concept and that seems like a missed exploit.
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3 hours ago, Karl G said:I can't see the section of the manual that you are referring to. In your demo, the playfield lines become uneven only when the players are moving, which seems odd. I don't see any color corruption on any of the lines, however. Give me a link to the relevant part of the manual, and I'll try to understand the issue. I'm sure smarter people have already looked at this, but I can at least give it a look. The fact that it varies based on player sprite movement makes me wonder if it's not the issue that is described in the manual, however.
Warning: If you don't use no_blank_lines with background, timing issues will cause a stairstep effect (the rows will not be perfectly straight).
https://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html
It's just after kernel options.
2 multi colored sprites are non negotiable. I'd like to at least have either a multicolored playfield or background if possible. I think it looks ok with blank lines as long as they are geometric brick shapes and there is no waterfall effect. I'm also open to any options you think might add some visual variety. If I have to do a solid playfield and solid background it's not the worst look I guess.
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I can't believe no one's ported Lemmings to the VCS yet. Seems totally doable. That Congo Bongo looks great!
In the Zevious I'd think you could get 5 colors with flickering 2 sets of playfield colors. It doesn't even use the background other than as a black border.
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(STANDARD KERNEL - NOT DPC+)
When using both playercolor kernels with the playfield colors kernel, RT's Batari page says there is a known issue with a stairstep/rolling lines effect on the left side of the screen.
Is there any workaround to this? Some bit of code to be inserted however sloppy that could eliminate this? I am not trying to learn how to write another kernel right now.
Also; Can any of those kernels run in VBLANK? Would it help?
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6 hours ago, Andrew Davie said:A more generic answer - Bb may be different - but assume you have about 120 bytes you're willing to devote to holding a playfield in RAM. At the very least you need 5 bytes to hold 40 bits (across) of playfield. So, 120/5 = 24 playfield blocks vertical x 40 horizontal. It's possible to have an asymmetric playfield and don't use the PF0 on either side, and then you have 32 bits of playfield per scanline. That only needs 4 bytes and therefore 120/4 = 30 playfield blocks vertical.
Having said that, you'd be hard-pressed to write the rest of your game using the 8 remaining RAM bytes.
I figured. Not sure if you're familiar with the Ninja Kombat port I have in development, but memory space seems crucial to make it playable at all. I can live with chunky blocks. But is there a way to eliminate the waterfall/stairstep at least?
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Standard kernel? This sounds like you mean DPC+ ?
Also I have only used bbasic. I'm not sure I know how to do this.
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I apologize if this is the wrong thread to ask- but using the standard kernel with both player color kernels in bbasic, and pfcolors, have we figured out a way to remove the "stairstep" effect on the left side of the screen? On RT's page it says this is a known issue when combining the 3 kernels. It's really distracting.
Also, question 2. Without using superchip ram, what is the smallest size the playfield blocks can be?
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This is a great concept! Hope you keep it up!
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Does anyone know an easy way to eliminate the starstep effect in bbasic using the 2 player kernel?
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I like the way the courtyard looks. Maybe we should vote? It's a part 2 background anyway. I was just trying to use geometric shapes with the chunky blocks to add variety.
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Hey Shawn I'm not sure I can eliminate that left side floor rolling using the batari kernels. If I did it might result in player0 having to be one soild color. I'm not sure that's a better tradeoff.
It's not close to finished, but can you be specific about other elements? I know the player shows too wide for certain moments- I will get to that.
Would you be able take a pic and show me what you see? I
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Updated bin attached! Core engine is almost complete. Collisions reactions and colors should be (mostly) correct.
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Thank you, I'm sorry. I figured out how to replace the old bin with the new one, so your original link should be fine. Smartphone issues.
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4 hours ago, ZeroPage Homebrew said:Added to WIP:
- Ninja Kombat (32K Port) by Shawn O'Brion @freshbrood | WIP Binary (20210128) PLAY ON JAVATARI | Updated: Jan 28, 2021
WIP Binary Update:
- Hellway (4K) by Octavio Pinho Bokel @Octavio Pinho Bokel | WIP Binary (20210128) PLAY ON JAVATARI | Updated: Jan 28, 2021
- Mr. Yo-Yo (8K) by David Marli @DaveM | WIP Binary (20210127) PLAY ON JAVATARI | Updated: Jan 28, 2021
- Uncle Hairy's Nosehair (2K) by @atari2600land | WIP Binary (20210128) PLAY ON JAVATARI | Updated: Jan 28, 2021
Thanks James! But would you please edit the link to reflect my updated bin? I'm not great with the forum posting but the latest version is significantly improved.
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Thanks Prizrak! It's been a labor of love and passion project for a long time now. I literally only learned bbasic to prove all the naysayers wrong who kept saying MK would be impossible on the VCS. I had the idea in my mind before I even knew how to code and learned basic exclusively to create this.
I'm curious specifically what areas I hit on that made you smile? That's exactly the feedback I like to get.
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Moves:
(+ means together)
( , means immediately after)
Punch : Toward+fire
Throw : Toward+Fire (Close)
Low Kick : Fire
Knee : Fire (Close)
High Kick : Fire, Up
Roundhouse : Fire, Back
Uppercut : Down+Fire
Crouch Punch : Down+Forward+Fire
Sweep : Back+Fire
Jump Kicks : Fire in air
Jump Punches : Fire+Down in air
Blocking : Back (If hit while standing)
Couch Block : Down+Back
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After a long time of tinkering off and on with this project I think I finally have the core engine working smoothly!
Currently there is no sound, stage transitions, fatalities or game over screen- but it's comming!
It will be one or two players. I find it easier to implement 2p mode first, when all those bugs are worked out I will then create an a.i.
This is still very rough, and even with a "perfected" engine there are still a lot of timing and spacing tweaks needed.
Sample bin attached!
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Cobra Kai is an awesome idea. It ties in to the original Atari era movie and would be really original.
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I absolutely LOVED the 3DO. A much underappreciated system! The first system to also create the cd rom trend and the unified ram memory architecture that gave us the Xbox 360!
I would DEFINITELY learn an easy to use homebrew kit for this. It never got the library it deserved, but there were a few amazing titles on it.
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Thank you so much RT! You guys are so good with responding. I'm just seeing this now. I live in the middle of nowhere with a terrible data connection. I will play around with this later.
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Also in another very recent post of mine asking about division not working I was told to avoid it altogether. ??
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Thank you so much bogax. I will try this, but I am just feeling "intermediate level" at using bbasic. That seems like Greek to me but I will plug it in and play with it.
Isn't there a kernel I need to use for 16bit math?

Eliminating the stairstep/waterfall effect when using both playercolor kernels with playfield colors?
in batari Basic
Posted
Hey just as an update to this issue, Karl G helped implement a very elegant solution that fixes the waterfall effect using the background/pfcolors kernels by plugging a tiny bit of assembly to direct the page to stay in the 256 page boundary.