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Lewis2907

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Everything posted by Lewis2907

  1. Thanks. I have notice the bounce here and there with Stella. Since I don't have real hardware I'm unable to test it there. I plan to see if I can get my old Atari fixed and test it there vice the other emulators. For Pacman ending up like that I think I know where the issues is in the code as I thought I had worked that bug out a long time ago. Thanks again for testing it and the feedback.
  2. 2022_12_23 Here is another update as I near completion for this game (for what I can do). 1.) Game plays on Javatari laptop now at https://javatari.org/ a.) Cell phone version is way better to use for javatari. I have an android phone, so I can't speak on iPhone's. 2.) Game plays on Stella / 2600 App Emulator. I don't have real hardware (well I need to figure out what's wrong with my stuff and how to load it up) 3.) Game won't work on AFP. I bought mines some years ago for this very purpose to make some portable games. Doubt I can even port this over reason I left the DPC version alone to produce this mulitsprite version in hopes that it would work on the AFP. 4.) Sending a request to http://www.virtualatari.org/ to upload the game. 5.) So far what works and plays. Screen shots from my android phone using Javatari. a.) Titlescreen is a lot better. I plan to add my name later. d.) 25 rooms. Basically move around and take the exits to the next room. Karl G (or someone) made an open world format that would make moving around rooms easier, but the collision detection in the multisprite format hasn't been cracked from what I can tell. I may use that code for the DPC version. e.) Below the score is some quick text. f.) press the fire button as a mini nest egg per say. h.) toggle the B/W switch is for the map/game. Select is to Pause the game (press fire to resume game). i.) Currently only 3 lives. Will add extra lives later along with different fruits and increase speed of ghost as you get closer to the end of the game (black out room). 6.) Feedback and suggestions are always welcomed that is how I learned and I'm still learning. a.) Of note I am working on a PowerPoint on how to make the titlescreen that one is tough. I had to reteach my self to revamp it some. There is a tutorial, but it was a challenge for me to figure it out. Once done the PowerPoint should have all the tools needed in file to create a decent titlescreen. b.) Source Code part I. You need to have the folder titlescreen as well with the pictures (images). c.) Source Code part II. You will need the multisprite kernel for the text ASM as well in the same folder as the source (.bas) code d.) Source Code part III. I could be wrong about the folders and stuff. Just trying to make it easier for us novice who want to look at the code and see that it actually works. Attached is a screen shot of how I set the folders up to work. 20221201_Pacman_Eat_n_Run (Javatari).bas.bin titlescreen.zip multisprite_kernel.zip 20221201_Pacman_Eat_n_Run (Javatari).bas
  3. Curios if RT made the DPC Demo version? I'm still tinkering with some stuff. Life has slowed down some now I can start to build some small games.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. RT, Do you think this will work for multisprite? Also an adaptation for making sprites?
  11. 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
  12. 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.
  13. 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.
  14. 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
  15. I noticed that using just 32K works with AFB vice 32kSC. Plus it gave me way more space.
  16. 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.
  17. 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
  18. 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.
  19. Arenafoot, Thanks. Once my 2GB SD card arrives via the almighty Amazon on Monday I will start to test it out and see if I can fix the issue. I'm not even sure if the titlescreen works with the AFP. I recall that DPC+ had issues playing on their as well along with some posts I saw that had different versions of their games so it would play on AFP, Emulator, Retron 77, 2600 etc. Of note I did come up with an idea and easter egg per say for the ending of the game and if you loose before beating the game since I have one full bank of space left.
  20. I attached a small program of what I'm trying to do. basically I'm trying to reuse "a" over or use as bit for random numbers or another operation I may need. I may be over thinking this. I put some notes inside the .bas program to better explain where my thought process is going with this if it works. 20210427_Mulisrptie_Bit_Ops.bas
  21. RT, Thanks. I gonna try that out and see what happens. Probably do a small example program as proof of concept. Then try to implement into larger programs.
  22. Below is from the page that RT maintains. Since there are only 26 variables. Some can be reused depending on what they are for. Is there a way to correctly use Def, Const or Bit Operations as variables? That would possibly increase the number of variables past 26 like DPC+ has 35 variables and Standard Kernel has 94 variables. I know we can use temp1-6, but that is obliterated once you use drawscreen. Probably a way with ASM, but I'm not familiar with ASM to even attempt it. Hopefully what I posted makes sense, basically have more variables for the multisprite kernel ""Since the Atari 2600 only has 128 bytes of RAM, and batari Basic only has 26 bytes available for variables (depending on the kernel you are using), it is very likely that you will need to use individual bits for game state information. For example, a common use of a bit is to determine whether a game is over or still in progress. The 8 bits of a byte are numbered 0 through 7, starting from right to left, with 0 being the least significant bit (LSB) or smallest.""
  23. Thanks for explanation. I was thinking that maybe an issue (limitations), but having the multisprite kernel with the options you provided does make for some possible games.
  24. Bb Team, Attached is another update Karl G has been helping a lot in the last few weeks with this game. I was actually looking back when I first started making stuff with Bb. I have came a long ways, but still so much more to learn. 1. Titlescreen a.) NTSC is the TV format. All the ghosts are there with respective colors. Took me a while to figure this out. b.) AFP - Looking for an 8GB SD Card lol. 2. Game Play a.) Map - Use the BW switch to bring up the map. Use the Color switch to go back to game play b.) Harder game play - use the left switch "A" is for expert no map and "B" is for novice and use of the map c.) Pause - use "select" to pause. Then use the fire button to un pause d.) All ghost can kill you now. You have three lives e.) There is now a green apple to eat for 10 points. f.) use the fire button to have Pac change colors 3. Future WIP / Builds a.) Fix the titlescreen (Maybe) c.) Need more variables if I plan to expand on what is already playable d.) Ending of the game. find the middle room to clear the game WIP e.) 3 lives, extra life at 500 (or something) WIP f.) fix the bugs and issues once found g.) add more sound. I would like to add back ground sound while playing the game, but that is like the titlescreen. It will take some time as I have not really used any sound except for what I can find in the forum. i.) feedback and suggestions plus find time to work on the DPC version. 20210426_Pacman_Eat_n_Run.bas.bin
  25. Karl G, I have the error text12a.asm (20): error: Label mismatch... --> minikernel f54d Unrecoverable error(s) in pass, aborting assembly! Complete. Errors were encountered during assembly. 2600 Basic compilation completed. I noticed with the example program above once I added the below caused the issue. Well that is my assumption of the error. inline text12b.asm inline text12a.asm
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