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Posts posted by iesposta
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New opening tune, used the correct notes this time, and 2 channels for the trill part at the end. Neat cheat idea that worked if I do say so myself.
A bit of fade in the How High tune. Added / removed a few ape pixels, darker values, still heavy flicker, but you got to love that graphic, no? How can I not use it?
New walk sound on Level 1 when moving left or right. Tried to base it off what I hear in the arcade game, didn't come close, but it is unique. The arcade sound, at least in MAME, is a kind of down/up metallic ring. If I go with it I'll keep it quiet and make the 5-note ditty louder.
What do you think of the walk sound? All this is a first try for me.
Make a walk sound with VbB, I'd love to hear what others can contribute.
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Thanks for the reply, and you have seen it. It plays fine on Stella

Do you mind if I leave this clip? It still shows the game off a bit.
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jrok,
Just played on Harmony with Heavy Sixer 27" tube. Is the screen supposed to jitter up and down when the bad guys are in view?
I'll edit in a video clip...
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Can't be remotely as bad as Pac-Kong.
Wow, just tried PAC-Kong. They released THAT!?
I love flicker, but that is just ridiculous.
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It was said that the winning design logo would be put into the title screen which I thought was almost impossible due to the font shapes and mulitiple colors, and yet there it is!
Whatever it takes to get as close to the winning design should be done. It is, after all, just a title screen, and using the winner's design honors the winner as intended.
Again, good work!
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I started off around two years ago when Batari had just released 1.1 so I have no experience with the original bB, or what is different.
That said, I think I see something wrong.
That template Scumsoft has in that thread, and that VBB uses, shows:
; *****************************************************
; * BANK 6
; *****************************************************
bank 6
rem temp1 = temp1 not required here as this bank is for graphics only
rem However I have placed my TitleScreen here with no apparent consequences
But Bank 6 is a full empty bank that I am using like Banks 2 thru 5! (Bank 1 is almost full with Basic kernel)
There seems to be a bank AFTER that for graphics.
Am I crazy?
4K x 6 banks is 24K plus 4K graphics 28K ???
4K x 7 banks is 28K plus 4K graphics = 32K
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Latest work. Still a mess.
. New start tune! My first sounds, so exciting. Girder animation idea.
. New How High music. Loops. Fire button to Level 1
. New fire ball & animation
. All 4 Levels in ROM. Get to top for next Level.
. Top of Pie Level 2 extended on right (cheat to appear more symetrical)
Note: Still not a game. No game logic.
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Wow! Visually impressive, and fun!
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Any updates lately?
I am trying to find the time to work on this.
Some update info here: http://www.atariage.com/forums/blog/516-iespostas-blog/
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Random Terrain : There is only the demo in the first post.
Stardust4ever : (Psst, you forgot Space Rocks!!)
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Also I got up in the cave roof again, this time with a joystick, not the Genesis controller.
I always get killed by that turtle, so I get as close to the wall in front so that the turtle can fall than jump on it, and (three times now) it pushes the player into the cave roof. The last two times I WAS able to wiggle out and drop down.
Just reporting that it happened.
I understand there are going to be glitches, bugs and compromises, but they don't take away from all that is absolutely right on with this batari Basic masterpiece! Sixteen "worlds" and 4 battles...
I did get past the first boss today and made it to World 2. I like that as long as you do not turn off the console you can continue at the beginning of Level 2. Nice touch.
Maybe someday I'll see the Princess.
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I bought Defender Arcade 2600 from a member here (it is still available in the Store) and just recently found out that Bob did it, it's one of my favourites and a must have for me.
Also I had just gotten an Atari 7800 when he came out with Moon Cresta, like a month before he came out with Scramble. I remember the arcade Moon Cresta being hella hard, but when I saw that he used the actual ARCADE ROM code to see how the enemy's moved, THAT attention to detail convinced me to buy it, and it did not disappoint! Like Emehr said, "attention to detail and accuracy."
I too am thankful that he contributed soo much to this hobby.
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I can't wait to buy this!
Anyone using a Genesis gamepad find sometimes you stop moving forward in a jump?
Happens a lot to me. Now it might be the Genesis 6 button stick I have, or the 7800 I was playing, or maybe I am pushing up and right, but it is much easier with a joystick (actually the european 7800 game pad joystick.)
It is very challenging. I got to the end of level 1-4 a few times to fight the boss turtle, but die every time.
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I am really not trying to push you to do this, except that every time you give a problem there seems to be a simple answer. If you're using visual BB editor just selected block of sprite data right-click and select flip text. Boom, a DPC sprite!
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The sprite files are saved the same way, but you have to check "use DPC+" and save then drag them to the editor so they are right side up,
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Solar Storm is a paddle game that is hard to get.
Astroblast can be played with paddles OR joysticks.
Save up and get some homebrew or hacks and really show off!
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Man this replay editor is giving problems...
I was trying to add:
Also, to draw another playfield, it won't clear what already has been drawn (in DPC+) so I have to add "pfpixel current_col print_row off" before the "... print_row on"
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That compiles to 135 bytes smaller!
I only need 28 colums for my game, I was planning to use the remaining 4 bits for sound or something.
What can I change in the code below to do only 28 colums? $1C doesn't work

Some of the logic I can't follow like "if byte_ptr & $03 then print_row = print_row + 1"
Also, to draw another playfield, it won't clear what already has been drawn (in DPC+) so I have to
add "pfpixel current_col print_row off"
Thank you.
I was going for speed not code size.
you've switched to 28 columns.
Here's a shorter version of the previous code.
dim print_row = l dim current_col = m dim current_bit = n dim current_byte = o dim ds_index = p dim byte_ptr = q WritePFChunk print_row = 0 current_col = 0 for ds_index = 0 to 3 for byte_ptr = 0 to 175 current_bit = $80 on ds_index goto DCASE0 DCASE1 DCASE2 DCASE3 DCASE0 current_byte = L1_0[byte_ptr] : goto BIT_LOOP DCASE1 current_byte = L1_1[byte_ptr] : goto BIT_LOOP DCASE2 current_byte = L1_2[byte_ptr] : goto BIT_LOOP DCASE3 current_byte = L1_3[byte_ptr] BIT_LOOP if current_byte & current_bit then pfpixel current_col print_row on current_col = current_col + 1 current_col = current_col & $1F current_bit = current_bit / 2 if current_bit then goto BIT_LOOP if byte_ptr & $03 = 3 then print_row = print_row + 1 next next
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Nice clean code there, bogax.
Still can't get the asm one to work. (And I did use a, b, c, d, e, f)
Your routine takes 105 more bytes than the OP, but one less variable:
dim current_row = l dim current_col = m dim current_byte = n dim current_bit = o dim lo_pointer = p dim print_row = q dim chunk_start = r ; adjust this to draw the playfield at a different playfield Y. chunk_start = 0 bkcolors: $00 end pfcolors: $44 end WritePFChunk for current_row = 0 to 63 lo_pointer = current_row * 4 for current_col = 0 to 27 current_byte = current_col / 8 + lo_pointer current_bit = current_col & 7 print_row = chunk_start + current_row if L1_1[current_byte] & setbits[current_bit] then pfpixel current_col print_row on next next chunk_start = 64 for current_row = 0 to 63 lo_pointer = current_row * 4 for current_col = 0 to 27 current_byte = current_col / 8 + lo_pointer current_bit = current_col & 7 print_row = chunk_start + current_row if L1_2[current_byte] & setbits[current_bit] then pfpixel current_col print_row on next next chunk_start = 128 for current_row = 0 to 48 lo_pointer = current_row * 4 for current_col = 0 to 27 current_byte = current_col / 8 + lo_pointer current_bit = current_col & 7 print_row = chunk_start + current_row if L1_3[current_byte] & setbits[current_bit] then pfpixel current_col print_row on next next chunk_start=0 data L1_1 %00000000,%00000000,%00000000,%00000000 ...
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Use DPC+, you get a whole bank for graphics! (Unless you need scroll, or pfread.)
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Well, that... but I typed it in line by line.
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I couldn't get the above code to work.
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I was just pointing out some inconsistencies

[EDIT] They were fixed!]

Next version of bB
in batari Basic
Posted
You are right.
It is just a Visual batari Basic template error.
Sorry, twice now I've been confused and thought an error was with basic when it really was in the visual basic editor.
See the above template says bank 6 is for graphics only, but the compiler output shows a full bank: