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Lewis2907

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About Lewis2907

  • Rank
    Moonsweeper

Profile Information

  • Gender
    Male
  • Location
    Senatobia, MS
  • Interests
    5K's. Creating and playing old School games.
  • Currently Playing
    Atari Portable and making Bb games for it.

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  1. Is there a detailed tutorial preferably video on how to properly unpack and load the 7800 Basic program. I tried a few years ago and gave up and just stayed with Bb. Any ideas or help would greatly appreciated, thanks.
  2. Orart, Looking at your game in my Android emulator. If it's just the floor. I would use x and y coordinates. It's a pain, but the code would be exact. If like my game moving around mazes and walls it a real pain jn the (a..). If you search the batari forum for pacman eat n run my "bloated" code is there. It works, but eats up space.
  3. I tried that approach too, but I think my formulas and math were off. It would about 80% of the time. It seemed like when the sprite flipped that when I would have the issue. Even trying to off set it some I would end up in the wall. Holy someone can do a good collision code for multisprite. That's one reason I took a break on the pac man game and fee other ideas I had for multisprite.
  4. Gemintronic, I ran into this issue. Bogax code works, but it need precise calculations when flipping the Sprite. Also RT made a sample program for DPC+ using the pacman style, but he could figure out the calculations for multisprite. My way around it was Brute Force. Just old school X and Y coordinates for the Pacman Multisprite game I was working on. Downside. This takes up a lot of memory and is a pain as well. I think you will crack the code as you have way more experience than I do. Plus I think some of skip over the multisprite for this main reason as it's hard to have smooth collisions like RR said vice the bouncy stuff.
  5. I'm interested. I mainly use my cell phone and AFP. I could give feedback as I consider myself a lower ranking programmer and may see something different vice a pool that might lead to Group Thinking.
  6. I use the others, but the code at least for me crashes or come out different. Hopefully your efforts work out. I see a lot of uses for what you have done so far with this tool.
  7. RT, Do you think this will work for multisprite? Also an adaptation for making sprites?
  8. Here is another update as I near completion for this game. Plans ahead, but may takes some time. 1.) Work on the standard version that plays in emulators a.) I have added an ending screen (Complete, but I have more ideas since I have more space now) b.) Work on fruits - (WIP now that I have some more space, but running low on sprite data) c.) I now have more space maybe add sound effects. (Basically I went from 32kSC to 32K and redid the Kernel Options based of RT's page) d.) Maybe another version for a level or expand beyond 25 rooms (This takes time to build since there is pfpixel as RT stated). I'm using brute force (Maybe) I am in brain overload with the game so far e.) Ending and game over will be based upon points. This would make people want to play more I think. (Working on it for the next update) 2.) AFP version a.) Making progress, but it's going slow. (Doubt it if will happen. When I have time I ma try a plug and play, but taking Karl G advice on this one. Sad as that was my goal to make a game for my grandkids to play on the go) 3.) DPC Version a.) Works for now, but needs an over haul as I have learned more in Bb with the help of everyone in the forum. (No updates as I am basically exanding my Batari Basic base and learning new stuff. 4.) Feedback and suggestions a.) fixed the screen jumps, colors and ending. I put a double "drawsreen" in the program based upon the readings from RT's page. Took a while to get it all work right. I'm sure I find some more bugs along the way. 20210519_Pacman_Eat_n_Run.bas.bin
  9. I plan to still try (experiment here and there), but it looks like a bridge too far unless someone can think of something or mod the AFP from the SD card if that is even possible.
  10. Karl G, Thanks. It keeps me from going down the rabbit hole. I will just work towards the normal way. Then maybe experiment with the standard kernel. Overall starting back up on this project has taught me some more stuff about Bb and to look at stuff a different way.
  11. Here is an update as I near completion for this game. My intent was to make it for AFP as well. I noticed that if you use 32k vice 32kSC the game will play. I didn't fill all the banks up yet as now I have way more space. I now need to "learn" what controls what on the AFP (back to the drawing board) in order to have the same game play as your cell phone emulator, computer emulator and real hardware if this even work on it. Plans ahead, but may takes some time. 1.) Work on the standard version that plays in emulators a.) I have added an ending screen b.) Work on fruits c.) I now have more space maybe add sound effects d.) Maybe another version for a level or expand beyond 25 rooms (This takes time to build since there is pfpixel as RT stated). I'm using brute force e.) Ending and game over will be based upon points. This would make people want to play more I think. 2.) AFP version a.) Making progress, but it's going slow. b.) Need to know what controls work with Bb. When I tried what you can in an emulator I was lost c.) Seems like the screen is off and the game play too. 1c.) Could be I need to fill every bank down to "zero" 2c.) Code may need to be adjusted to make sure it lines up correctly 3c.) As others have said the emulator in the AFP is not the best with Bb 3.) DPC Version a.) Works for now, but needs an over haul as I have learned more in Bb with the help of everyone in the forum. 4.) Feedback and suggestions 20210514_Pacman_Eat_n_Run.bas.bin 20210517_Pacman_Eat_n_Run_AFP.bas.bin
  12. I noticed that using just 32K works with AFB vice 32kSC. Plus it gave me way more space.
  13. Thanks. I will adjust it around some today the game. I basically completed it based upon what I know can do. Hopefully they will make a better AFP or a way to upgrade the emulator using the SD card slot.
  14. Karl G, For the attached is there a way to manipulate the data to fill in the space. I'm attempting to get it to work on the AFB. I can with other programs if I have o to 1 bytes left in each bank. I'm using the below in the other banks. Of course I tried to plug this into the ASM flies and no luck. I'm not sure if there is a way to do this as bank 8 in the multipsrite has 172 bytes left and when doing the below I go over. So I'm thinking adjust / fill the ASM flies to eat up the left over space. I can't remember what the max amount is below for $37 to be used in each data filler. data filler_9_1 $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37 end text12a.asm text12b.asm multisprite_kernel.asm
  15. Karl G, Thanks. I will make try and make separate playable one for the AFP (if possible). I'm close to finishing up the Multisprite version of this game based upon what I can do in Bb. Then maybe a little work on the DPC+ version as I will have to reteach myself some of that as well. Then move on to another project.
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