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Gorf

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Everything posted by Gorf

  1. Have I told you lately, you rule? Thanks Nukey! I'll take a look now!
  2. Then for the moment, it is beyond my scope as well. I never wrote bit one of 2600 asm. Well, not true, I typed in the sample code that came with my Magic Card that I never used after that. Perhaps a sample of such code code be helpful. Like a row of 8 sprites?
  3. Really good job so far JBS!!! Thats really impressive. NOw why could they not make it like this back in the day?
  4. How does 2600 Galaxian.........get all those enemies on the screen at once? Are they using the playfield at a higher resolution and drawing them there? I want to attempt to redo Gorf on the 2600. But I want to figure out how it was done in Galaxian as that seems like the method I would need. Of course this will be a frebbie and called something else however, I hope I can get some of you in on it actually. it would be a new game and a chance for me to really get to know the 2600. Any takers? Im looking for two guys/gals that really know their way around bB and the 2600. Please if interested...PM me. Thanks
  5. Again, I can't do anything until I get the CD rom Drive.
  6. Yes carl had to as the code was also Midways. It is not like he wrote it from scratch and got a license. Therefore there was no question he needed Midways permission. With Gorf, I found out recently I need Not only Midway's permission but also Namco and possibly Taito. It's a big hill to climb. I wish it were as simple as what Carl had to deal with. He had one company to talk to, I have three plus two other authors, Jamie Fenton and Dave Nutting.
  7. I'm not sure I understand what you mean-- why avoid any extra RAM? The Superchip doubles the Atari 2600's available RAM from 128 bytes (page-zero RAM) to 256 bytes (128 bytes of page-zero RAM plus 128 bytes of Superchip RAM), so that's a good thing. Yes, you have to give up 256 bytes of ROM due to the way the Superchip RAM is addressed, but that's a small price to pay. Yes, you can put the players in either zero-page RAM or Superchip RAM, but right now there's no builtin procedure for doing this automatically, so you have to manage it yourself. All you need to do is set a player's pointers to point to wherever you want the player's graphics data to be, and also set the player's height so batari Basic knows how many bytes of RAM to read while drawing the player. A while back (before Superchip support was added to batari Basic) I posted an example of putting a player in zero-page RAM, so its shape could be dynamically modified during the game. And later I posted an example of putting a player in Superchip RAM. I'll search for them and post the links. Michael That would be excellent. I dont really mean 'limit' RAM but not use more than I have to. I think I an do well with 256 bytes.
  8. maybe it would help if you started a list, showing that their is alot of people who want this games release,it might be worth it,you never know. good luck either way, and i just found a copy of gorf special edition,woohoo cant wait till it comes I'm hoping for a yes...hope along with me.
  9. Yeah but I could not live with myself if I did.
  10. Awsome! Good info...I will try to avoid any extra RAM but if need be This is good to know. Also is it possible to put player images in RAM? In other words does the player graphic have to be store in ROM or could one use a few bytes of RAM and point the player to that?
  11. I removed the kernal opions command and replaced it with the multisprite like you said. include div_mul.asm set kernel multisprite set romsize 8kSC set smartbranching on Why do I get the following? M:\ATARI2~1\bB>call 2600bas game.bas 2600 Basic compilation complete. DASM V2.20.07, Macro Assembler (C)1988-2003 bytes of ROM space left in bank 1 [b] --> cycle74_HMCLR d07b[/b] 1 file(s) copied. M:\ATARI2~1\bB> Does anyone have a multisprite example? I'll take an example with even on player one screen in multiprite mode.
  12. That was it guys... a new version of Stella fixed it immediately! Awsome! I'll post a bin as soon as I have something interesting.
  13. You guys rock! I'll check it out now. thanks dude! Ok..I suppose I should ask....how many superchips RAM's cam you have?
  14. No more DD's for Jag thanks...There are just SOOO many other titles that can be done as well as so many other genre's.
  15. Hey playfield people, I just started to mess around with batari Basic today and first let me say. Fred......Awsome! Beyond description! Im using the draw.bas code to mess around a bit. Anyway..I seem to have the players where I want but... Why cant I seem to get any playfield to show up? This line should set the forground pixels(on pixels) gray, no? COLUPF = 15 This line should set the background pixels(off pixels) black, no? COLUBK = 0 I want to turn these pixels on. pfpixel 5 0 on : pfpixel 6 1 on : pfpixel 7 2 on : pfpixel 7 3 on pfpixel 8 4 on : pfpixel 8 5 on : pfpixel 8 6 on : pfpixel 7 7 on pfpixel 7 8 on : pfpixel 6 9 on : pfpixel 5 10 on But when I set the COLUPF to anything but zero, the whole screen is filled with that color. This is the set up line at the top. include div_mul.asm set kernel_options no_blank_lines set romsize 8kSC set smartbranching on const pfres=12 pfclear const noscore = 1 COLUPF = 15 COLUBK = 0 Im new at this so Im sure im not doing something I should. Also.....how do I include the multisprite kernal? thanks folks! Again, Fred...Awsome!
  16. Not to mention the deguassing you would need to do after changing its orientation.
  17. I got the CX-22 to read on the Jaguar. It seems to give me 00 and 11 one way and 00 and 01 the other way. IT seems to work quite smoothy, but again Im using the DSP and reading it several 100 times a frame. I know it's ben awhile since this thread was active but I can post that table if you like. I doubt the code would help you at all as it is DSP assembly.
  18. Good work dude! Can't wait to see the final.
  19. Very strange that they would jump on his domain like that with out some sort of warning...unless ol' Carl let it slip his mind.
  20. Because more can be done with them. Especialy now with all that has been learned recently.
  21. Gorf

    BattleSphere

    Truth be told....I dont know what the ending is but Im pretty sure there is one, at least in one of the modes.
  22. Gorf

    BattleSphere

    Um ..I take it you mean BattleSphere?
  23. Yeah I really hate those non-renewal glitches.
  24. Of all the games to updaet...why bubsy?
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