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Posts posted by ZippyRedPlumber
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I've just held the major release event known as "Lyra-Mania Day" in the batari basic forums. In it I released 2 games that were completed.
I also wanted to show off the newest build of Lyra 7800. Includes Roms, GFX & Source Code.
I'd like to say that it is roughly 70% complete. The game has an ending unlike it's 2600 counterpart, once you beat the game. It takes you straight to the title now sporting a you win message. same thing when you lose the game. The title sports a game over message instead.
KNOWN BUGS: When beating the game, it soft-locks you to the title. Screen goes pink if joy0fire1's been pressed a lot. Can anyone fix this?
To-do:
Intermission screen saying "Most Radical!" Having trouble trying to implement it without screwing up the loadlevel subroutine
Add Tia-Tracker Music for the title.
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So, I'm getting ready to gear up for a big event I'm planning. Is there any blank manual templates I can use for my homebrew?
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looked at your monster code which command links 2 sprites together
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1 hour ago, atari2600land said:
You need to put two sprites, one on top of the other, to make a 8x16 sprite.
There is a double sized sprite, but that just stretches an 8x8 sprite into a 16x16 sprite.
Are they any examples I could find online or in both AA & Videopac forums? If not feel free to provide one using quotes.
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Cool! Thank you, @atari2600land. Next is making the player, is it possible to make an 8x16 sprite? Do i have to put 2 sprites together or is it like drawing sprites in VbB?
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15 minutes ago, atari2600land said:
How are you using O2EM? It works just fine if I make a batch file with
o2em gridedit.bin
in it.
Yes I'm using O2EM, though I just drag the rom into the application.
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Tried it, O2EM would error out and close
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So, making an o2 port of Lyra the Tenrec. First things first, is making the playfield/grid. I've got tools for that, but does anyone know how to access O2EM's debugger to get the playfield data?
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Quote
So that will need to be restructured and cleaned up a bit to get it working.
I'm confused, what do you mean by this? Put the game logic in the subroutine? Also, enemies & gems are now displaying. Thank you once again.
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Lyra's frame issue is fixed thanks to @saxmeister Currently having trouble trying to display the other sprites (enemies & gems.) Can anyone take a look a this for me?
Enemy & Gem movement code are lifted from the 2600 version of my game.
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So, I'm planning on making a port of my Lyra game to Intellivision. I got a question to ask, are you guys fine with a shot for shot conversion or a version with some elements changed?
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Is it possible to put 2 different game loops in an 8k cartridge? Each game being 4k each.
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On 2/12/2023 at 7:31 PM, Ecernosoft said:
Merry late christmas @ZippyRedPlumber!!
I know it's almost Valentines but still. I'm coming back breifly...... for some reason.
Keep up the good work! Hopefully, one day, Lua will become a reality.......
It's Lyra, not Lua... lol X'D
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Tried the tallsprite method, it worked now I got to fix the playfield collision. It's gotta look like the picture @Karl G posted.
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Can you provide an example of combining images? I'm still new at 7800Basic...
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There are still some issues with frame progression with your animation that you will need to address, though.
That's kinda why I asked for help...
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19 minutes ago, Karl G said:
Could you zip up your modified source and graphics so one of us can see what's going on? I guarantee that @Muddyfunster is correct in saying that you shouldn't have to stitch together two sprites to do what you are trying to do here.
Sure thing @Muddyfunster @Karl G
Here you go.
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1 hour ago, Muddyfunster said:
I don't think you need to stitch two sprites together (unless you have a specific reason for doing so) as the 7800 will happily take a 16x32 sprite.
In fact, the 7800 is happy with sprites in any multiple of 4 for the width so 8, 12, 16 would all be fine.
There is a specific reason, so that the sprites display properly. I just did it the way you suggested by making some tall frames, but now it only displays the characters head.
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So, I decided to make Lyra a 16x32 character by stitching 2 8x16 sprites & it's back to graphical glitches to the top sprite. Any idea on how to fix this?
Rom:lyra_7800_2023y_02m_03d_0706t.78b.a78
Bas:lyra_7800_2023y_02m_03d_0706t.78b
Graphics:graphix.zip
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On 1/26/2023 at 2:54 PM, Mord said:
In the two lines of code below, I changed herodir=1 to herodir=2 and the glitching disappeared.
if joy0right then herodir=1:herox=herox+1:goto joydone if joy0right && gravity=0 then herodir=1:herox=herox+1:goto joydone
Thanks @Mord that worked like a charm
Now I need to know how I can change sprite frames as she's jumping & or when down is held on the joystick. Is this correct?
Quote;used when player moves left/right while jumping or falling.
if !_FireB_Restrainer then plotsprite fire_jump 1 herox heroy
if !joy0left && !joy0right && !_FireB_Restrainer then plotsprite fire_jump 1 herox heroy
;used when player moves left/right while jumping or falling.
plotsprite fire_jump 1 herox heroy
if !joy0left && !joy0right && then plotsprite fire_jump 1 herox heroy -
Managed to make lyra walk left, but when she walks right the animation glitches out. Can anyone help me with this?
Rom : lyra_7800_2023y_01m_24d_0335t.78b.binlyra_7800_2023y_01m_24d_0335t.78b.a78
Source: lyra_7800_2023y_01m_24d_0335t.78b
Graphics: gfx.zip
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The Big Day (New Releases!)
in batari Basic
Posted · Edited by ZippyRedPlumber
Forgot to include the one page manuals
The time is now, Introducing "Lyra-Mania Day"
A Day of releases that have been completed and or touched back up. (Think of it like Nintendo's Direct)
Lyra the Tenrec is finally declared complete (again) for the 2600. Included in this final release are; box art, manuals, a label & 2 roms of the bin & a26 variety to work on any device that can play 2600 games.
Lyra_the_Tenrec.zip
Next up, is Lyra Dash. A quick 4k game I made within a week back in September of 2022, didn't release that eariler version until late January 2023. Picked it back up in March to add quality of life additions to make the game easier to play.
Instructions on how to play Lyra Dash:
LYRA DASH
Left switch controls the width of the obstacle
Right switch controls the speed of the eyeborgs
Fire makes Lyra jump. Holding up then pressing fire make Lyra perform a super jump.
Joystick controls the speed of the obstacle
Good luck & happy score hunting!
lyra_dash_2023y_Mar10_0320t.bas.binlyra_dash_2023y_Mar10_0320t.bas.a26
Finally despite it being in the 2600 forum, I present to you, the "open-beta" (that how the kidz say nowadays) for Lyra 7800