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fultonbot

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Everything posted by fultonbot

  1. Oh yeah, I've played this! It freakin' awesome. Nice work.
  2. Where can I find Salvo to try it out? I feel like playing a game right now and not coding.
  3. That's it!! So is the idea for the high score screen to be part of an "attract mode" since I can't program any way to leave the screen using input?
  4. Hey RevEng, just so you know, I appreciate EVERY WORD of any docs or tutorials you write, and I don't care if there are mistakes because I can come here and clear anything up, and, like you said it's an every evolving platform. Thank you very very much for all the work you do. I've actually authored 3 books on programming myself for O'reilly and FoE (back in 2010-2013). The editing process was grueling, and in the end, there were still mistakes in the text and code. Anyway, this was the line of code set hsdifficultytext 'Number Smashers' '' '' '' Also, is there a patreon or any other way to makes sure you get a little something for all your effort?
  5. Sorry, more questions: 1. When using "set hsdifficultytext" I get this error during compile: Warning: Unable to open '7800hsgamediffnames.asm' 2. When should I display the high score screen within my other draw statements? Not matter when I put the "drawhiscores attract" it appears to blast all my other drawing code, and even my event handlers for console buttons.
  6. Oh. Okay. That makes sense. I thought is was the 4K of RAM on board the 7800. I guess the "4K" threw me. So if I want to use the extra 16K RAM loaded by 128KRAM, I just store my vars up in that space right? As long as it's not where the extra DL memory is located?
  7. What if I only use the paddles in port #2, and force joystick into port #1? Or better, add Mindlink support and we can just "think" the initials!
  8. I think that's the ticket! Thanks! [edit] Bingo! This appears to work. bank 7 inline hiscore.asm But I guess don't understand how this relates to the free RAM as it's inserted into a ROM bank.
  9. We you able to load the code into a specific bank? It feels like it's RAM that isthe issue, not ROM. Too many resident extensions.
  10. That seems to be it. Of course, now I've run out of memory in bank 1, so I have to move some code around. Do you think the whole high-score routine may need to live in its own bank? [Edit] Moved my own code to bank 7, but that doesn't seem to be the answer. The high score include appears to take-up too much space: 5316 bytes of ROM space left in the main area of bank 1. 7617 bytes of ROM space left in the main area of bank 7. 8192 bytes of ROM space left in the main area of bank 8. hiscore assembly: 1725 bytes $4000 to $67ff used as zone memory, allowing 84 display objects per zone. -42 bytes left in the 7800basic reserved area. I guess I've run out of RAM, because the ROM seems fine in each bank. Would it help maybe stuff that hiscore into a DMA hole? [Edit] So I moved my own arrays for game objects up into the extra memory starting at #6000, and reduced the DL memory accordingly, but i'm still getting -42 bytes. I feel like I need to load the hiscore into the extra memory, or manage an other extensions into different parts of RAM. Is there a way to do that? [edit] set hssupport appears to turn all of this other stuff on as well, which is only found if I rem out hssupport, but keep the draw hiscores command in the code: --- Unresolved Symbol List DRIVINGBOOST 0000 ???? (R ) hscdrawscreen 0000 ???? (R ) PRECISIONMOUSING 0000 ???? (R ) DEBUGWAITCOLOR 0000 ???? (R ) MOUSETIME 0000 ???? (R ) PADDLESUPPORT 0000 ???? (R ) PADDLE1SUPPORT 0000 ???? (R ) FOURPADDLESUPPORT 0000 ???? (R ) TWOPADDLESUPPORT 0000 ???? (R ) PADDLE0SUPPORT 0000 ???? (R ) MOUSE1SUPPORT 0000 ???? (R ) MOUSE0SUPPORT 0000 ???? (R ) CANARYOFF 0000 ???? (R ) CANARRYOFF 0000 ???? (R ) MOUSEXONLY 0000 ???? (R ) PADDLESMOOTHINGOFF 0000 ???? (R ) PADDLESCALEX2 0000 ???? (R ) loaddifficultytable 0000 ???? (R ) PADDLERANGE 0000 ???? (R ) Some of these may be adding to the -45 bytes of RAM I would think.
  11. Atari Dev Studio v.060 7800basic v0.14 Aug 31 2020 20:48:20 *** (155): ERROR, unknown keyword 'drawhiscore'.
  12. Hey guys, a couple simple questions: 1. While adding high score support, Atari Dev Studio / 7800 Basic dies on this line when compiling drawhiscore attract Any ideas why that might be? 2. I see that paddle support is not listed on the 7800 Basic Guide page. Is this for new version? Has it made it's way to Atari Dev Studio yet? Note: Obviously, I'm seriously addicted to Atari Dev studio because it's so awesome.
  13. I agree. He should be remembered (in part) as a pioneering historical preservationist for the world's last great art form.
  14. This looks very cool. I love the idea of two-player co-op games on the 7800. Nice work.
  15. It looks like the funeral home is collecting money for his daughter's education. For sure I will be contributing something.
  16. Yeah, I thought he was really on the upswing.
  17. Yeah, I'm thinking of +, -, * / as ways to increase amounts, to make your way to zero. Single player will probably be timed, 2-player first to zero. It might be a fun 2-player head-to-head game. This is cool stuff, thanks!!! Gonna have to remember to give you a design credit on the credits page!
  18. Okay, I changed the name to "Number Crusher" which is actually more in line with what you are doing in the game and to not be confused with the Apple II kid's math game "Number Munchers". Yeah, I did see that there is a Nickelodeon kid's show named "Number Crushers", but that this point, I'm like "f*ck it, that's the name"
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