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Posts posted by boski
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There's some good info in this thread that could help: http://atariage.com/forums/topic/196181-question-about-playfield-widthheight/
It talks about how kernels affect playfield, and goes into much greater detail than randomterrain's reference page
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I've been trying to figure out the answer to your second question for a couple days now. I know you can use the playfield to draw landscape features like trees. That involves shrinking the size of the rows, I've been playing around with pfres, pfheight, and pfrowheight. I just can't get it to work. The playfield will only fill up the top part of the screen, but the idea is to make it look like Crazy Balloon. If you can do that, you can start shaping the playfield into trees and adjust the color by row.
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This is a pretty old thread. Does anyone know if this thing still works?
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Try creating a new folder on your desktop and "Save As" your project in there. See if that helps. I know it's basic tech help advice, but that's all I got. Sorry.
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When you create a new project, a window will pop up. There's a box you can check to automatically create a bin folder. I'm sorry, but I don't know how to fix this after the project is already created.
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I really like this game. It's very original and creative!
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Oh, people are very familiar with them in Wisconsin... The problem is the DOT will string up to 5 of them in a row, and people get frustrated.... or maybe just dizzy.
I considered the driving controller. The problem is, I don't think many people have one. And with paddle-type games, you really need to play them on a real 2600. Using a mouse on Stella just doesn't cut it.
Any thoughts on those two problems?
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Tripwire
It's not much fun unless the player is compelled to actually circle to roundabout - so I included a "tripwire" that closes a gate to the next level. Here's the code I used to do this:
;open & close the gate
if angle = tripwire then u = u + 1
if u > 0 && u < 3 then pfhline 12 0 18 on
if u = 5 then u = 0
drawscreenI would have liked to simply use: if angle = tripwire then pfhline 12 0 18 flipThat would have meant on the gate closes on the first loop and opens on the second loop. Unfortunately, as soon as the car passes the tripwire, the line turned off. That's why I had to use the counting method with the u variable.Two problems I need help with:1. It looks great on Stella, but when I played it on my 2600 - the screen bounces when the line turns on or off.2. Collision detection does not work with the new lineThe code and game are attached. Please enjoy it and any help with these two issues would be greatly appreciated! Thanks! -
Thanks! I wasn't planning on expanding it, but there probably are easy ways to do so. When programming I strive for fairly simple concepts that can keep you playing for more than a minute or two. It's always a fun challenge!
Oh yeah, we just have double lane roundabouts so far...
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Here’s my new game, and why I needed help plotting out circles. It’s called Robin’s Roundabouts.
This is a PADDLE game. Your task is to drive through a never ending succession of roundabouts without crashing into other cars or the curb. When you do, you're going to have repair costs. Press the fire button to step on the gas.
All of my games so far have been about current events in Wisconsin, and this one is no different. Right now in Wisconsin, the big debate is whether we need more funding for roads. Some people believe we’re wasting too much money on roundabouts. Others, like the Assembly Speaker (Robin), say roundabouts are not the problem. However, it sometimes does seem like the state overdoes it with roundabouts. It’s not uncommon to find five in a row.
The code is a little sloppy, but I included a lot of comments to guide you through it. Some things I learned writing it were:
- Usually paddles are used to set sprite positions directly. This program uses the paddle to determine a variable, which is used to calculate the sprite’s position.
- Plotting a circle with an adjustable radius
- How to use icons for lives using the life counter
One thing I still don’t understand is what happens to a temp variable when you define it differently within just a couple lines.
Please play and enjoy. Remember this is a PADDLE game (on Stella: start the game, press tab, click controller, change player0 to paddle, exit, when the game starts back up press ctrl+r).
Feel free to clean up the code or improve it. I’d really appreciate it if you would.
Special thanks to Bogax for teaching me to plot a circle!
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Thank you very much! This will keep me busy for a while!
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Thank you very much for your help! I've already learned a lot just playing around with the code. I'm sure this will help a lot of other people too. Just one more question - how can I change the radius in circle one? It seems like I'd need to change the code in more than one spot to keep it even.
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I want my sprites to essentially orbit the center of the screen. That means I need to be able to plot a circle to calculate the sprite's x,y coordinates, which will be constantly changing. Does anyone know how to do this?
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So I'm trying to place a pixel directly center on my sprite, but unfortunately, even with my superb mathematics knowledge, the pixel is falling well below my sprite. Can someone take a quick look and let me know if I'm missing something? Thanks!
include div_mul.asm
player0x = 30 : player0y = 30
START
player0:
%00111100
%00100100
%11000011
%10000001
%10000001
%11000011
%00100100
%00111100
end
COLUP0=$0E
COLUPF=$0E
if joy0up then player0y = player0y-1
if joy0down then player0y = player0y+1
if joy0left then player0x = player0x-1
if joy0right then player0x = player0x+1
a = (player0x/5)
b = (player0y/4)
if joy0fire then c = c + 1
if !joy0fire then c = 0
if c = 1 then pfpixel a b flip
drawscreen
goto START
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Well, I'm still new myself, but I'll try to help.
Changing playfield: try using a variable to designate which playfield you want displayed.
ex: if a = 1 then playfield:
Score: try something like if score > 0 then score = 0
More than 2 sprites: You need to start your program with "set kernel multisprite" You give up a lot to do this though. You have to design your playfield using the mirrored option. Also you cannot use any other kernel options. So you have to decide if you really want those extra sprites, or if you want things like multi-colored players/playfields, etc.
The best website is: http://www.randomterrain.com/atari-2600-memories.html
It provides both a visual basic guide and a basic coding guide.
Hope this helps, and best of luck!
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Well we'll see if there's a royalty check in the mail then! Anyway, I work for a conservative think tank called the MacIver Institute. I used to be a TV reporter and now I do investigative video stories for them that are posted on youtube. You can guess from the game that the protesters hate my guts. Anyway, I'd like to think a hobby like Atari 2600 programming is politics neutral, so I'm not looking to pick any fights here. I picked up the hobby to get away from all that stress and blow off some steam. I'm actually expecting a couple test carts from Randy any day now of my new game that takes the protesters' side. I got a lot of help from people on this forum in developing it, so there are definitely no hard feelings if people are enjoying my first game and I'm not getting any monetary compensation from it. It's not like you're going to get rich from this hobby, but it definitely is enriching! BTW, I think it's really awesome that whoever sold it to you already went through all seven of their copies!
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Well, the back story is from me. I met Scott Williamson and Dan Iacovelli in Chicago this past summer and they inspired me to get into the hobby. The advice to new writers is always write about what you know, so I programmed about what I know. The protests in Madison this year were crazy, and I was there everyday doing video stories about them, so I made my first Atari game about them. I found the only youtube video about batari visual basic programming and some online manuals and went from there. I used to program in BASIC and BASICA when I was a kid, and I fiddle with actionscript3 for projects at work now. So it wasn't hard to pick up the basics. (I'm already starting to study microcontrollers and assembly language. It's incredible how quickly this hobby pushes you.)
Anyway, Randy Crihfield published the game for me, and I gave him permission to sell it. He said he would pay me a small royalty for each one he sold. Not ticked off at all, just a little surprised to stumble across your post that you bought one from someone else. Still, I'm glad you're enjoying the game. I definitely like the idea of making Atari 2600 games based on current events, and will probably continue along that theme. Thank you for the kind review.
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If you'd like to buy a copy of the game from the person who programmed it, please send a check for $20 to Bill Osmulski, 1528 Morningside Dr. Apt#8, Janesville, WI 53546. (Add $5 for international orders.) Glad everyone seems to enjoy it, though a little puzzled by the distribution. You can also contact me at [email protected] or my Atariage account. Glad to answer any background questions too.
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Hi everyone. I went to the Video Game Conference in Illinois in July. I'm trying to find more events around the midwest that might be coming up. It's seems pretty hard to track them down on google. Hopefully this message can turn into a helpful thread for a lot of people around the country. While I'm at it, are there any 2600 programming hobbyists in Wisconsin or northern Illinois interested in forming an actual face-to-face club? Let me know!
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Thank you so much for all your help. You've really taught me a lot. Can't tell you how much I appreciate it!
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Hey guys,
I've just about finished my game "Balloon Protest." The object is to fill the top of the building with balloons, without the badguy popping them along the way. The last thing I need to do is program the playfielf-player0 collision portion. I just can't seem to get this part right. My current version leaves the balloon stuck to the playfield. Hopefully it's a quick look and a quick fix. If someone could take a look, I'd really appreciate it. Thanks a lot!
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Oh wow! Thank you so much! I really appreciate it.
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This game is still in the relatively early stages of development. I want to get the enemy movements down, though, before I go any further. I've got a three level playing field, and I want the enemy to patrol it. Whenever he hits the edge of the screen, I want him to reappear at a random side of a random level. So six possible outcomes. Unfortunately, he only wants to appear at about three of the options, and he often gets stuck. I can't quite figure this one out, so if someone could take a quick look for me, I'd really appreciate it. Thanks!


BSG (Battlestar Galactica) - Star Trek: Strategic Operations Simulator Hack
in Atari 2600 Hacks
Posted · Edited by boski
I love it! I never saw the Star Trek game before that it's hacked from. You should take a swing at fixing the music! Thanks for sharing on the Facebook page. I wouldn't have found it otherwise.