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Lewis2907

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Everything posted by Lewis2907

  1. Piders7, Hopefully this will help. What I did was used a collection of codes I could find here and there and compiled them into one game. I put as many remarks in there to help explain what I was doing. Hopefully this will help. Save Earth - 22 Aug 16 - DPC+.txt
  2. Piders7, This what I used to make the data statements that are from the thread that Ultima posted. The excel sheet is where I did the calculations based off of Stargunner's example. Also to move just left and right and not move all directions maybe a little easier to start with. That is what I started with and then moved up to this example. rem player changes screen left and right if player0x=135 then player0x=15 : canal = canal-1 if player0x=10 then player0x=130 : canal = canal+1 if canal > 5 then canal = 5 rem which screen is next left or right if canal = 0 then gosub draw_canal_shape_3 bank6 if canal = 1 then gosub draw_canal_shape_1 bank6 if canal = 2 then gosub draw_canal_shape_2 bank6 if canal = 3 then gosub draw_canal_shape_1 bank6 if canal = 4 then gosub draw_canal_shape_2 bank6 if canal = 5 then gosub draw_canal_shape_0 bank6 The code above is just to move left and right. Hope this helps, thanks. Game Data - Legends Unite.xls move around rooms DPC+.txt move_around_rooms.bas
  3. Piders7, Attached is what I used and learned from. If side scrolling that is smooth like Super Mario then http://atariage.com/forums/topic/215171-princess-rescue-batari-basic-source-code/?hl=%2Bprincess+%2Brescue&do=findComment&comment=3177516 has the source code. Also the game I made from all the examples I could find here in the forum is at: Pac_Man Eat n Run http://atariage.com/forums/topic/257359-pac-man-ean-n-run/page-2?hl=%2Bpacman&do=findComment&comment=3617489 There are some tutorials the Random Terrain maintains that I think almost everyone refers to at: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html Hopes this helps, thanks.
  4. Can you post .bas or a text file. I'm no expert, but I will try to help from what I know, thanks.
  5. That's pretty cool. I was planning on using your info here and the use the move around rooms below as a tunnel or caves etc.
  6. Thanks. I will look that one up. I would like to see the Robotech verisons. I have been thinking about a role playing turn based game with elements of other games. Even a small demo would be nice.
  7. Once someone can make the Robotech sprites. I would like to take a stab at a game. I am big fan of Robotech as well. To include the non English versions. Yea Papa does makes some nice games.
  8. Looks pretty good so far. Yea the Staff was called the Havoc Staff http://he-man.wikia.com/wiki/Havoc_Staff
  9. Bb Team, Here is another update. I make progress then run into another issue. May I bit off more that I can handle with this one. My goal now is to have a working demo with these 8 rooms. Feel free to play it as is. Still working on it. My plan is as follows: 1. Polish the room movements. The exits are either at the top, far bottom left corner, far bottom right corner or the bottom. 2. Add the other enemy sprites and see how the flicker looks. I have an idea to reduce it. 3. Add the password, map, pause, titlescreen kernel, sound. 4. Implement feedback. 5. Hopefully a working demo by New Years. Bubble Burst 21 Nov 16.txt Bubble_Burst.bas.bin
  10. Jinroh, That would be great or create your own thread. I use those sprites all the time. I'm not good at drawing, let alone as good as the other programmers here in the forum.
  11. Jinroh, The sprites came from PacMan Red http://atariage.com/forums/topic/169238-free-sprites-for-the-taking/page-20?hl=%2Bbubble+%2Bbobble&do=findComment&comment=3613457 he has a thread with all kinds of sprite.
  12. Bogax, Thanks. I will try to figure something out to progress from a room that has no exit once the enemy is killed.
  13. Bb Team, Here is another update / issue. I am able to move from room 0 / level 1 to the next. But the way that room is setup you can't move through a wall the goal is to kill the enemy. Below is the code to make player move to the next room, but I always go back to room 0 for some reason. Not sure if someone knows another way to proceed to the next room. I will continue to play with the code and see what I can do and find in the forum. ;**************************************************************** ; ; Advance is the conuter. Once all Zen are killed. Move to next ; room. Reset Zen. ; if advance = 0 then goto _Jump_Advance if advance = 1 then Switch = 0 : advance = 0 : room_shape[room]=room_shape[room]+1 temp1 = room_shape[room] : goto draw_room_shape bank6 _Jump_Advance Also for dpcspritemax (DPC+) do I just enter the code below or are there some examples. I would like to use those extra variables. If you're working on a game that doesn't use all of the virtual sprites, you don't have to let all of that memory go to waste. You can use dpcspritemax to reduce the number of virtual sprites and liberate some precious variables. Use "set dpcspritemax #", where # is a number from 1-9. You get 4 variables for each virtual sprite that you disable. These variables can be used with dim to make meaningful aliases. Below are a few examples that show all of the variables that could be available to you. Using "set dpcspritemax 4" would free up 20 extra variables: player5x, player5y, NUSIZ5, player5height player6x, player6y, NUSIZ6, player6height player7x, player7y, NUSIZ7, player7height player8x, player8y, NUSIZ8, player8height player9x, player9y, NUSIZ9, player9height What works so far is the jump and fall code. The enemy has better AI (Will put this into the Pac_Man Eat n Run game). This can be improved upon some more. If you shot the enemy he will be trapped in the bubble for a few seconds before he breaks free. Kinda reminds me of a Pokeball. Right now if you run into the enemy nothing happens as I am still trying to get this demo up and running. Future WIP / Fixes. Move to the next screen after all enemy are dead. Attempt a titlescreen using the kernel. Use the DPC Password. Work on making the game more playable and fun. Thanks again to anyone who can point me in the right direction and or feedback. Bubble_Burst.bas Bubble Burst 20 Nov 16.txt
  14. Bb Team, Attached is a small demo of what I am working on before I go down the rabbit hole again. I thought I would post what I have so far. It's basically is "Bubble Bobble". I plan to use as many levels I can. Recreating the 100 levels and use the "DPC Password" http://atariage.com/forums/topic/258678-dpc-password-wip/?hl=%2Bdpc+%2Bpass&do=findComment&comment=3627745 I was working on to start at a certain location maybe a challenge. I have been very careful this time around on space, especially graphics space to make it work correctly. I plan to incorporate the maze theme per say from "Pac_Man Ean n Run " http://atariage.com/forums/topic/257359-pac-man-ean-n-run/page-2?hl=%2Bpacman&do=findComment&comment=3617489 (I plan to finish it up. Just waiting on feedback). The story is that Bub and Bob are lost and their cousin, kid or someone is looking for them as they never returned. Reason is they moved on to BB2, but we all know that. I think that 1 to 3 enemy is ok to avoid a flickery mess. Foreseen challenges are the Titlescreen and Music. I'm still playing with this and trying to learn it better. Hopefully I can do Bubble Burst some justice and not crash and burn their legacy. As always I welcome feedback and comments. Bubble Burst 17 Nov 16.txt Bubble_Burst.bas.bin
  15. RevEng, Thanks. This does open up a lot of interesting ideas for people to make something.
  16. Oh okay thanks. It was worth a shot.
  17. RevEng, I like the program that you made. It does open up some interesting possibilities for games. I personally like to program in DPC and I was trying to convert this program over to DPC and ran into the vblank issue. Currently the program will compile and run as it, but is missing the starfield. Not sure if there is a work around to have something similar to what you created for DPC, thanks. ;*************************************************************** ; vblank will not work in DPC. Maybe there is another solution. ; ; Per http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#dpc_vblank ; ; The DPC+ kernel itself uses vblank to do its own setup, so there ; would only be a few free cycles left in vblank for your program. ; In the the DPC+ kernel, vblank would need to go in bank 1, but ; improvements to the DPC+ kernel have used up almost all available ; space in the first bank, so there is virtually no room for vblank ; code. As of March of 2016, the DPC+ kernel has 524 cycles available ; in vblank, but that could shrink significantly as more changes are ; made to the kernel. In other words, if you are using the DPC+ kernel, ; avoid vblank. DPC+.Bbs.tarfield.all.directions.bas DPC+.Bb.starfield.all.directions.txt
  18. Kosmic Stardust, I will have too look into that and use the all mighty google. U less you have a link, thanks.
  19. Also off topic. I haven't seen a thread yet. Did RT get his site back. That site got me basically to where I am with Bb. J did read on another thread he lost it. Many Thanks to RT for having that site and maintaining it all those years from what I was to see via google.
  20. Gemintronic, Thanks for the feed back. May be if I do a 3 number pass word. 1 2 3 for the combinations and use the fire button and up to go back or something of that nature. For now I'm a long ways from a cartridge. I still need to find another 2600. The 2 I have a finally died. So far I think cells phone are a quick option as people are always on the go and play hand held games to pass time or play serious games etc.
  21. Bb, Attached is the working version that I am going to use in my upcoming homage altered version game (I still need to make something original I guess). I will update the looks and compress the way this work. But it does work for DPC. Please provide feedback as I am always welcome to it and learning points. The "if then etc.... maybe a lot to select each level for the 100 levels I'm trying to cram into DPC. May have to just do level 1, 10, 20 etc. or may multiple of fives. Unless someone has an idea. ;``````````````````````````````````````````````````````````````` ; ; Instructions: ; ; Use player0 joystick, fire button, select and reset to enter ; and test if code is correct. ; joy0up is for number 1 ; joy0down is for number 2 ; joy0left is for number 3 ; joy0right is for number 4 ; joy0fire is to move on to the next number ; select is used to return back to the previous number ; Reset is used to reset the game ; Current Codes: 1 2 3 4 draws level 0 4 3 2 1 draws level 1 2 2 3 3 draws level 2 DPC+ PassWord WIP.bas.bin DPC Password 8 Nov 16.txt
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