-
Content Count
197 -
Joined
-
Last visited
Posts posted by freshbrood
-
-
I can't find any instructions or tutorials on how to implement this and draw a playfield.
Also, how do we draw using the pfrowheights kernel, and what is the difference?
-
I would like smaller, more detailed playfield blocks, but the intructions are so limited and vague. Is this ONLY for superchip ram?
How do I draw the playfield using it? (Currently I use the playfield: with 12 lines of X's and .'s, 32 across, with end.
Const pfres =3 gives me 3 giant blocks that take up the whole screen. Const pfres 48, the largest that works without crashing the game, gives me smaller random blocks in no discernable pattern.
Please help. I'd like smaller playfield blocks than just the 8x4 defaults.
-
One quick and dirty way to achieve this illusion would be to constantly leave both players in front of the playfield, but to change all the colors of the player "behind" the playfield to the same colors as the playfield. This would essentially make it "disappear" while behind it.
-
Thank you. The flash on fire is just for debugging purposes- that tells me when actual damage is being caused, not just the animation time (which if you'll notice is a bit longer than the flash) That will be long gone before the final release. It helps me know if the non graphical code (like counters and such) are actually being activated in those seconds. As a noob I still don't really grasp all the features of the f1 in Stella, so I just insert a simple COLUBK= in the part of the code I'm trying to understand. Definitely not part of the game.
-
1
-
-
Since I was already in the middle of it, I'm doing my own fix up of your program and I've come across more than one place where you use OR twice in the same if-then. That is not allowed according to the bB page in the Did You Know box. You are allowed only one OR for each if…then statement.
Wow thank you RT! My cleaned up version seems to be running and allowing me to edit it just fine so far, so I will take your version and make a hybrid when you're done.
Yes I was aware of that, but for some reason it was working so I just ran with it. I've also noticed that you can string a lot of "IFs" together if they all continue to be true, they will just keep on going on to the next one- up until about 12 or so commands I think.. Then it gets to be too much. I am a total noob, so everything I've done has been trial and error. This is the first program I've ever written outside of Megazeux. (an ASCI basic language)
But I hope you will appreciate my ingenuity with the graphics and what I've done so far. I think it's going rather well- provided I don't spaghetti up the code to the point of confusion. I also don't like using DEF's.
The way my mind works I just find it more confusing trying to attribute multiple words to the same variable.
-
I got it to work! Thank you so much! Yeah for my purposes the DPC+ kernel was actually too limiting when it came to multiplying sprites (for my Mortal Kombat clone) using the const. I wish you guys could see it- I think you'd be rather impressed if I do say so myself. I have made every effort to make it as "pixel perfect" as possible using vbb.
-
1
-
-
Darn. Well so far I've renamed the labels to not include . or other symbols, got rid of pull, put spaces between all :, and removed every rem statement that was next to/on the same line of code. It is still failing to compile, but I will keep trying.
I still have a lot of "then label"s I can change to "then goto labels".
Also, is if 8>6 or if 8=6 acceptable? or should I also change those to if 8 > 6 or if 8 = 6 with the spaces?
I have a lot to clean up.
-
The pull command used to work just fine- but I will change it.
Are you sure there are duplicates of up. and up.1? I could not find duplicate labels anywhere.
I will review and make all the changes you suggest- but the odd thing is it has worked fine that way for the better part of a year, until recently.
Did you actually play the included .bas file with the COLUBK=14 included?
Thank you for your help!
-
Duplicate post
-
Under the "Stand1" label, I cannot remove "COLUBK=14". It will crash. It's been doing a lot of funny things like that lately.
-
Thank you for your response. I'm not sure how to disable Syntax Checking- it seems enabled by default and I can't figure out how to turn it off.
I haven't used def at all.
As far as smartbranching, my last good version (with the arbitrary useless code I want to delete) works with it on- but when I turn it off, the last good program also crashes.
I changed a LOT of the "then goto label" to "then label", because it seemed to save a lot of memory and worked fine. Should I add back the "goto" if I turn smartbranching off?
Also, visually I don't like spaces, and try to condense my code as tightly as possible, so instead of "x = 10" I wrote all "x=10" before. Do you think the lack of spacing well negatively affect it as well?
I will upload the sourcecode in a bit- it's on an off grid pc at the moment.
-
Visual Batari Basic- I stand corrected. Can you suggest a similarly easy to use but alternative IDE, or a work around? After so much progress and such incredible results, this is really killing me. I think I have a rather mindblowing, amazing game that I'm trying to finish, and I've barely filled 3 banks. But for some reason there is certain code I just am unable to remove without breaking it. For the life of me I just cannot remove otherwise clearly useless code.
For now, is there a noob friendly alternate IDE that I can copy and paste the code I write using vbb into, to see if it compiles correctly in the other version? I have no idea how to use the DOS version of bataribasic. None whatsoever. This hurts.
@kdgarris, how exactly would I post the source file? Should I just upload the code I'm working on?
-
Hello. I am using Windows 7 Professional, and -VISUAL- BatariBasic Version 1.0 Build(568)
For some reason lately, I am unable to remove -unnecessary- code. For example, in an 8 bank program, sometimes I will add COLUBK=14 to test something. (When the background color is already defined at the start of the main loop)
However, later when I try to optimize my code and remove this unnecessary code snippet, the program will no longer run. For all intents and purposes, there should be absolutely no reason I need this, but when I remove it, the only error code I get is "Could not recomplie name.bas.bin", or occasionally just a completely black screen. It will also say under the Warnings window that frame10hi, frame10lo, etc.. are not valid keywords.
Yet when I add back this supposedly unnecessary and arbitrary COLUBK=14, it compiles and runs again. This seems to have only happened when my code became pretty large, but I still have plenty of space left. I cannot for the life of me figure out why. This is just one example. Often, at other times, previously, completely unnescessary code, when removed, will cause it to fail to compile, and I will have to put useless code back in just to get it to run.
I am a total amateur/noob, but it almost seems like it's not saving correctly.. WHatever backup or duplicate background files that are required for compiling are not matching up or something.
Can anybody help me? Thanks.
-
I guess I'm being overly ambitious as a first time noob programmer.
I noticed the part that says "HI byte greater than 127".. does this mean it would work keeping it under 127?
Also, in the standard kernel, what is the command to use multiple background colors with a solid playfield color?
-
-
Does DPC+ work with
const frame10lo=#<frame10
and
data frame10
%11000011%11000110%00000110%11000000end????It would be extremely helpful to share the same sprites among both players.I cannot get it to work with DPC+ to save my life.But when I set it up as a regular 32k with 8 banks, it works just fine.So, does DPC+ not use this?Or am I putting them in the wrong order for DPC+?Also, I suspect that many standard kernal syntax are incompatible with DPC+.Is there a clear and concies list of the STANDARD commands/syntaxes that NO LONGER WORK in DPC+?I suspect that may be preventing it from compling as well. -
Also, a list of STANDARD kernel commands that DO NOT WORK under DPC+ would be much appreciated, if someone can point me to one. That could be my problem as well.
-
Can DPC+ handle graphic data tables? When trying to share graphics via:
bank 1
const frame10lo=#<frame10:const frame10hi=#>frame10
with
bank2
data frame10%11000011%11000110%00000110%11000000endIt fails to compile every time I try. I get an error message something to the effect of "invalid syntax" or like it can't understand what I'm doing.
In a regular 32k bank game, these work just fine. (graphic tables being in last bank)
So, can DPC+ not handle/read these? Or is there a trick to putting them in the right order?
Can someone make a sample DPC+ program using shared sprite graphic tables in bbasic please?
-
Can we get some screenshots or short video of FuKung?
I've been working on a Mortal Kombat clone for BatariBasic for about a year now in secret, and I'd say it's about 65% done. It's pixel perfect and, with all due respect, I think it looks closest to anything else I've seen here yet.
-
2
-
-
Do you have any music? I'm working on an MK port myself. If anyone would like to help, I need some sound samples. Ideally I'd like
1) A striking sound
2) A blocked sound
3) A projectile fired sound
4) A 10 second background level music loop that repeats (Maybe 3 of these for different level music)
5) A screaming noise
6) Fatality sound- like bones breaking or guts ripping.
Whatever other samples you think sound great and MK like. I want to keep the memory footprint small
If anyone wants to write these for me, I will credit you. Thanks
-
Yes, that's it. How do you write the code? Please just write a sample line here for me.
-
"Monkey Dong" ?!
Should I even ask what the gameplay consists of?
-
2
-
-
I need to condense my code before I post it.. but essentially, if I set romsize 32k it works.. but if I delete this and replace it with set dpc+ it does not.
Would you please tell me what changes to make from 32k to dpc+ ?
-
Thank you for your help.
Is is possible to use player0pointerlo=frame60lo:player0pointerhi=frame60hi:player0height=16
in the DPC+ ? I think that may have something to do with it. If so, what position/banks do you put your data tables/graphics/playfield? Thanks again

How to use pfres using only the standard kernel?
in Atari 2600 Programming
Posted
I posted in bb section. Would you please walk me through how to implement superchip ram, and then actually draw a playfield using the smallest blocks possible?