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iesposta

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Everything posted by iesposta

  1. I said, "You don't need include div_mul.asm" That statement is false. I thought it was unnecessary. Divide by 10 will error unless you have this.
  2. Here: http://www.atariage.com/forums/blog/302/entry-9759-small-update-for-visualbb/
  3. DF6... = 0 gives you 1 background color DF4... = 0 gives you 1 playfield color (I had it mixed up above.)
  4. One more thing... there is a VbB 566 version, and there is no bank 7
  5. I figured out the jumpy. It is even a topic I had started and was answered about a jittery playfield. You have to have DF0FRACINC = 32 DF1FRACINC = 32 DF2FRACINC = 32 DF3FRACINC = 32 DF4FRACINC = 64 DF6FRACINC = 64 in your main loop before/with the drawscreen. Also you have 22 pfcolors: 23 bkcolors: and 22 playfield: (don't know if that matters) You can also have DF6FRACINC = 0 and bkcolors: $00 end instead of using all $00
  6. I compiled your posted .bas It jumps on my Harmony also.
  7. Your compiled jumpy.bin jumps on my Harmony. Must be an older file of something in your compile environment.
  8. I agree! That's the ending. But she isn't kidnapped after stage 4 (the blue rivet level)... at least "on screen."
  9. I've seen this bouncing too. Started happening in my Food Fight example.
  10. I know it is frustrating. I went into this knowing this is alpha software. The 1.0 basic kernel didn't interest me due to the limitations. The ideas I was thinking up just were beyond the 1.0 kernel. Great things can be done with 1.0, but I wasn't clever enough to come up with "Princess Rescue (Super Mario 2600)," "L.E.M.," "Blue 21," "Seaweed Rescue." I have messed up my compile environment royally. Can't tell you for sure how I got it back, but I did. Sometimes using Visual Batari Basic and you have space in bank one and you add just one variable, it errors FOR NO EXPLAINABLE REASON, it compiles and runs fine, but it errors, so I save many copies and save after each change in case I need to go back. I currently have problems with the titlescreen editor and you haven't even got that far. I hate Windows OS. Only use it for this and Future Pinball. I did all of Satan's Hollow on my iPad connected VNC to my iMac running VMWare with Windows 7. Even copy binaries back to the iMac, then to my iPad, and run and test in Stella running on said iPad. I don't know why you have scan line problems. Many games have changing scan lines. Jr. PAC Man 2600 changes scan lines start of each maze. Throws my projector off synch and you lose a life.
  11. player0 never flickers. player0 and player1 (or any virtual player) will not flicker on the same horizontal across. Here they are doubled wide copy with NUSIZ0 and _NUSIZ1. player1 thru player9 are virtual, can be doubled (like here) or tripled, and will only flicker if they are less than 7 scan lines vertical. I wanted to try a trick to see if I could get the flying in a circle without flicker, 2 wide copies, and it works. It is just using player0 and player1, 2, & 3. Player1 & player2 stay far enough away from each other that they don't flicker. Player3 is just sitting there. God is player9, fire pit is quad size player8. The bridge sections are playfield holes showing a white background. The next hard part will be bullets since there are 2 wide copies, there are 2 wide missiles.
  12. I will have to go through and make sure only version 1.1 titlescreen kernel is in on my machine. I have it a bunch of places, maybe an old version is being used? Where is it officially supposed to reside? Do you have to set something in VbB? Player1 was the top bird, moving right and down. It wouldn't reflect so I swapped it with the "shooter" at the bottom that doesn't need reflected.
  13. I am in for developer header Vox2, probably 2nd one to dedicate to the Vectrex, and USB adapter for emulator use. I voted in the above poll about a year ago.
  14. Worked a little more on Satan's Hollow. Source code posted, but the Titlescreen asm will be missing. The score in the titlescreen does not work for me. I pointed it to garbage that I like. It is the color cycling part of the title screen. The score in the DPC+ works, you can see it at the bottom of the titlescreen and in the demo. Press right to go to the demo. Satan20130305a.bas Satan20130305a.bas.bin
  15. I can't reflect player1 REFP1 = 8 doesn't do anything. _NUSIZ1{3} = 1 doesn't work either. NUSIZ2{3} = 1 does reflect player2. (Turning on bit 3, players 2 thru 9) _NUSIZ1 = $15 will set player1 player / missile. Note: player1 has a special case where NUSIZ must start with an underscore.
  16. I'd say this is news! http://www.atariage.com/forums/topic/209502-small-ordering-bug-in-store/#entry2706881
  17. Here is a mockup of Satan's Hollow I did over the last few days. Edit: I wish it was this aspect ratio! It really is wider than it is tall. Something is off with the screenshot function. I wanted to try a trick to see if I could get the flying in a circle without flicker, 2 wide copies, and it works. It is just using player0 and player1, 2, & 3. Player1 & player2 stay far enough away from each other that they don't flicker. Player3 is just sitting there. God is player9, fire pit is quad size player8. The bridge sections are playfield holes showing a white background. The next hard part will be bullets since there are 2 wide copies, there are 2 wide missiles. Updates further down this thread.
  18. Drawscreen takes data from the graphics bank. ("bank 7" and you can't put the titlescreen there by the way) You haven't set up any players and/or background colour and/or playfield pixel data for it to draw. You can make a program without the background and without the playfield, or just players and the background, etc., but I think you would have to define something for the screen before calling drawscreen. Note: Playfield, players and/or background color can be coded in any bank (bank 2-6, probably no room left in bank1) and the data is stored in the graphics bank "bank 7". Again, it does not use space in the banks you code them in.
  19. You should change the topic to CARTRIDGES of all time because The Official Frogger by Sega for the Starpath Supercharger is the number one game back in the day in my opinion and tops other lists I have seen. That game, along with Escape From the Mindmaster, were played daily in my family when they were released.
  20. I've noticed that the missile default color works as expected for COLUM1 and COLUM0 on the scanlines that come AFTER their respective sprites. But for COLUM0, the colors will default to 0 (black) on non-player0 scanlines that come before it. I've included a small program to demonstrate this (move joystick up and down to change the vertical position of the sprites. DPCMissileColor.bas.bin Edit: I so totally plagiarized the above.
  21. In your source, after reset, if you can, put all the =0 on one line separated by : of course, all the =81 on one line, and all the =84 on one line. You'll get a smaller compiled program and more free bytes. Notice I said if you can, I don't know if that lowest = 0 has to come after all those other = 0's ?
  22. When the variables of the same value are on one line it basically compiles to store a register with zero and set variable a, b, c, d, e... If it is on different lines it compiles to store a register with zero, set variable a, store a register with zero, set variable b, store a register with zero, set variable c, etc. Just a way to squeeze out bytes that can add up if you have a lot of the same values. (It doesn't have to be zero.) It makes harder to read code, that's the trade off. If a bunch of sprites start out at player0x = 40 : player1x = 40 : player2x = 40 That would save space, but then they are not next to their corresponding y values, player0y = 11 Sorry, I'm not too good a teacher explaining things. It always feels that I am confusing the point.
  23. I learned something today. The carts are numbered! I didn't notice. Note: To everyone who bought one, I put mine in an Apollo shell with my own labels, so that makes the value of everyone else's go up! What is a numbered empty shell worth? Good luck on your auction!
  24. Also it is false that you can't use bank 6. Just put bank6 temp1=temp1 Banks 2 thru 6 are almost 4K each and available for programming. Bank 1 is almost filled with bB code, there is around 100 bytes so you can do a little bit of code or variables before jumping to bank 2, the graphics bank has 4K where your sprites and playfield data go magically. You can't access the graphics bank, but the 256 bytes extra stack function may live there. So that is 4K bB system, 20K of basic code, 4K graphic data, and 4K arm code = 32K binary.
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