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freshbrood

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Posts posted by freshbrood


  1. Thank you RT but I'm not worried about help with drawing graphics. I meant some kind of code that changes graphic pixels in game according to player actions.


     

     

     

    For example, say instead of drawing an entire new sprite for player1, recycling the p0 sprite but adding or taking away a few particular pixels (i.e. add a hat, ponytail, one pixel turning on then off to simulate a blink, etc..)

     

     

     

    I'm not sure if this is possible or would save any graphic memory if it was.
     



  2.  


     


     


     


     

    In visual bataribasic, if I only wanted to change ONE pixel in a player sprite, for example:


     


     

      player0:

      %00000001

      %00000000

      %00000001

    end


     

    to


     

      player0:

      %00000000

      %00000000

      %00000001

    end


     

    How could I do using just an assembly insert without having to redraw the entire sprite? Is it possible?

     


     


     


  3. Fair enough. Thank you!



     



     

    The way my mind works, dims just confuse me. Because I reuse and recycle variables so often that if I use dims I often forget what letter is actually behind that dim.. or the dim statement is no longer representative of what the variable does in the new bank. I can appreciate dims for variables that have a single purpose in smaller codes, but when the letter "a" represents score in one bank, then later "a" represents damage, dimming it as "__score" when it's now representing damage would utterly throw me off..

     



     

    I just make a notation with a key explaining what letters do what depending on the bank they are in. 



     


  4. Thank you anyway, I appreciate your links and responses. Would you mind, without all the movement and graphics code, just making a simple 2 channel loop that makes a separate sound when Firepressed? .bas? That would really help me. No other code, no dims, no datasets. I could do what I need with that much, I could probably figure out how to edit the simple Firepressed sound into a separate simple drum beat.

     


  5. On 3/24/2020 at 11:40 PM, Random Terrain said:

    Thanks RT, but what I meant was: 2 channels that simultaneously play a looping rythm.

     

     

    CH0 is Melody      (on a loop) volume 1

    CH1 is Percussion (on a loop) volume 1

     

     

     

    Then, when an action is performed by the playerchar, CH1 is interrupted with a different sound briefly at volume 8, while CH0 Melody continues to loop uninterrupted.

     

    When playerchar finishes performing its action, CH1 resumes its Percussion loop at volume 1.

     

    Is it possible to have both CH0 and CH1 loop simultaneously?
     


     


  6. Hello. This tool is great, but I cannot for the life of me figure out how to get 2 channels to play simultaneously. Would you please offer a 2 channel .bas sample?

     

     

     

     

     

     

    I am just starting to learn to add sounds. I have 0 coding or music background.. but it's really simple to copy the raw data and paste it over existing data in the .bas file. This seems to only loop one channel continuously.. is that the only way to loop music while also having sound effects? I'd prefer to loop 2 overlapping music channels, one melody, one a beat, and have the player sound affects use the channel for the beat while the melody loops.
     


  7. On 1/21/2020 at 7:10 AM, ][UNREAL][ said:

    Hey guys, this project is dead?? This is awesome!

    May I suggest my own project currently called "Ninja Kombat" that I began working on slightly before this one? I do not know assembly, mine is entirely in BBasic and the color palette is not as nice.. but with all due respect I feel the sprite graphics and gameplay engine is as close to the original version as you can get on the 2600. Still a work in progress with a new update due very soon.

     

    (My user avatar is Johnny Cage for an indication..)

     

    I also welcome anyone willing to help with the sound and music!


  8. KK/Altair I would LOVE some help with the sound! Happy to give you full credit and throw you something for your help!

    I will address each comment:

    1) Proper gravity. Correct. The jump arc pattern is actually up, diagup, over, diagdown, down. It's not a perfect circle but mirrors extremely closely the perfect arc. This was a compromise on memory. The straight up/down jump can be easily adjusted, but I didn't think it was that bad. Be more specific please- -Does it go up too fast/fall too slow? Jumpkick/jumppunch?

    A lot of the timing is out of whack. The kicks are too slow, and I am going to eliminate "turbo punching". Press button, attacks, stops. Lift finger off button, press button again, attacks again. Previous code was working that way but was altered when I started playing with colors. I will get there. Right now I want to perfect the engine. Once engine is perfected it's a simple matter of tweaking timing and hit strength.* Consider it done already.

    *(So simple in fact that I could actually make a "create your own MK fighter game after this one!)

    2) Each player actually only has one single column of colors that I simply shift up or down by a pixel or a few- if you notice the lower portions/feet tend to lose some colors while from the top down they are always consistent. It was the best balance of saving memory and aesthetics. The areas that they are still broken I just haven't bothered to adjust yet since I know it already works great on the ones it's not broken on. -just me being lazy/prioritizing engine over aesthetics. Consider it done already.

    3) Raiden's famous hat. Yeah I tried a version where the default sprite had another pixel or two and set the player height higher on him with added colors. It looked -ok-, but it was also only on the standing frame. In order to implement his hat I would have to redraw many more frames, and graphic memory is nearly maxed out as it is.
    Since I use the same sprites for every character and the only thing that distinguishes them are colors, speeds, strengths and specials, I'd rather add a few extra pixels on top and color them red/increase player0height when hit so it gives the appearance of blood when struck in the face. (E.g. when struck, standing player0height rapidly cycles from 21 to randomly between 22-24, revealing a few random red pixels above the head that look like blood spray for a second)

    Compromises. Blame the VCS- not me. If you want Raiden's hat, are you willing to reduce the moveslist and animations for every other character? I certainly don't think it's worth it. Using the missile will always be the wrong color, still can only be square/rectangular shaped, and takes away from background effects.. (like the moon on the pit, blinking eyes in Goro's lair, the flying creature in the background, etc..)

    His body torpedo sprite will also need to be compromised as well as Sonya's leg grab. I still want the sprites/replacement moves to at least cover the same timing/zoning.

    (I.e. even if Sonya doesn't do a cartwheel and grab you bent upsidedown with her legs, it will still be a move that you can counter/dodge the same way- by ducking, sweeping, etc..)

    Goro also won't be doing any long punches, uppercuts or grab & pounds. (He's already double stretched chunky pixels, 4x stretched looks like crap)

    He'll still have his famous stomp, but the best compromise I could come up with that looked decent and still made him a challenge was to give him Shao Khan's "Shoulder smash". That way he still looks decent and at least has a forward attack, upper attack, missile and stomp. -compromise. Uses way less sprites too.

    I'd rather have a full set of characters with slightly different moves and appearances than half the characters that look perfect, (as in the Game Gear /GameBoy versions- all style, way less substance. Check it out on youtube if you haven't). What do you think?

    I suppose maybe if memory permits we might see Raiden throwing off his hat at the start of each battle.. maybe.

    4) Controls are still directly related to issue 1). Simple fixes/timing tweaks. The biggest issue will be implementing fatalities, damage, level changes and of course sounds. *Keep in mind due to the very limited sprites, not every move can be "telegraphed" the same. With additional sprites you can see the animation begin to extend an arm, full extend the arm in the next frame, then contact. This just isn't possible with the memory, so to balance going from standing idle to fully extended punch, there are only two feasible options to add telegraphing balance: 1)Delayed press/reaction- you press button, waits a few milliseconds, then draws fully extended arm, or 2) Press button, instantly draws arm fully extended, creating p0/p1 contact, but counts a few miliseconds before registering "damage". I am still experimenting with these two options.

    **Oh, and secrets- A hint; Hold up or down on both joysticks in the same area on certain screens..

    • Like 1

  9. Thank you very much!  As you can see I feel it's very suitable! It just requires using only the most essential sprites in the correct combinations. 

     

    I would like to try using Superchip ram to get more detailed backgrounds after I've perfected the game engine, if memory allows. 

     


  10. "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


  11. 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.


  12. 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. 


  13. 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. 


  14. 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.


  15. "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]

     

     

    Ed Logg mentioned in his talk that he thought the name worked well because "running of the Gauntlet" was pretty much what the game was all about. I'm guessing the armor also factored in though.

     

    Onslaught would be a nice name. For some reason though I tend to be a purist about the names of arcade translations, so I'd rather just leave this as Gauntlet and do a separate spinoff with different branding.


  16. 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.


  17. 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.


  18. 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.

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