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Posts posted by SlidellMan
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This is a must for those who want POKEY support in their games. Matt, I salute you.
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He did a good job for his first homebrew project, and if you need another musician, I can compose a few tracks.
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I'm currently rewriting my source file. In case anyone is wondering, I based the firing routine off of the one in the 7800Basic manual.
Update: Now I'm getting an assembly error.
--- Unresolved Symbol ListBREAKPROTECTOFF 0000 ???? (R )player 0000 ???? (R )stack allowance: 30 nested subroutines.the canary is situated at: $1c128631 bytes of ROM space left in the main area.514 bytes of ROM space left in DMA hole 0.581 bytes of ROM space left in DMA hole 1.395 bytes of ROM space left in DMA hole 2.$1880 to $1fff used as zone memory, allowing 15 display objects per zone.2310 bytes left in the 7800basic reserved area.Fatal assembly error: Source is not resolvable. -
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The best home version is about to get even better.
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So Darryl, what are your plans once Popeye is complete? (Just curious.)
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Time for another update, but this time, I have implemented @mksmith's Read Controller routines. However, I still need to rewrite my shooting routine.
The current one:
if joy0up && joyposup=-2 then gosub SetBulletHome if joy0down && joyposdown=-2 then gosub SetBulletHome if joy0up && joyposleft=-2 then gosub SetBulletHome if joy0down && joyposright=-2 then gosub SetBulletHome if joy0up && joyposup=-2 then gosub SetLaserHome if joy0down && joyposdown=-2 then gosub SetLaserHome if joy0up && joyposleft=-2 then gosub SetLaserHome if joy0down && joyposright=-2 then gosub SetLaserHome if joy0up then playerY=playerY-1:joyposup=1:joyposdown=0:joyposleft=0:joyposright=0 if joy0down then playerY=playerY+1:joyposup=0:joyposdown=1:joyposleft=0:joyposright=0 if joy0left then playerX=playerX-1:joyposup=0:joyposdown=0:joyposleft=1:joyposright=0 if joy0right then playerX=playerX+1:joyposup=0:joyposdown=0:joyposleft=0:joyposright=1 if joy0fire && joyposup=1 then bulletY=bulletY-5 : playsfx sfx_pulsecannon if joy0fire && joyposdown=1 then bulletY=bulletY-5 : playsfx sfx_pulsecannon if joy0fire && joyposleft=1 then bulletY=bulletY-5 : playsfx sfx_pulsecannon if joy0fire && joyposright=1 then bulletY=bulletY-5 : playsfx sfx_pulsecannon if !joy0fire then bulletX=playerX+2:bulletY=playerY-8As it currently stands, upon pressing the button, it heads back to the front of the ship. When held, it loops across the screen. I have also run into a sound effect bug.
New_VerticalShooter_Test_controller_check.78b.a78 New_VerticalShooter_Test_controller_check.78b.bin Vertical Shooter 1-23-2021.zip
Update: Now I get a ROM that crashes when I use the current code, and errors when I switch to the new routines.
To be succinct, I am baffled as to how to fix it.
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Here's the finished set of 16x16 tiles. If you want more, just ask.
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Here's some graphics I made, and there's more on the way.
atariJaguar_phoboz_sa_platformer_door_01.tga atariJaguar_phoboz_sa_platformer_hud.tga
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Phoboz, if you need any ground tiles, sprites, etc. for this, I can help you. Of course, I can also recommend a few others from Newgrounds who happen to be good pixel artists.
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I added explosion_aniframe=1 to the check_collisions subroutine. Thus, a minor cosmetic update.
Vertical Shooter 1-20-2021.zip New_VerticalShooter_Test_continue.78b.a78 New_VerticalShooter_Test_continue.78b.bin New_VerticalShooter_Test_continue.78b.list.txt
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Matt, I'd like to say that I decided to try your little controller detection routine example. (Note: I posted it in my thread.)
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I decided to try out one of MKSmith's examples. Oh, and I tried to fix the bug in the enemy collision detection. How? By adding
enemy01_X = 208 : enemy01_Y = 200 to my current routine.
MKSmith Example 01.78b.a78 MKSmith Example 01.78b.bin MKSmith Example 01.78b.list.txt MKSmith_Example_01.78b.a78 MKSmith_Example_01.78b.bin MKSmith_Example_01.78b.list.txt MKSmith Example 01.78b MKSmith_Example_01.78b New_VerticalShooter_Test_continue.78b.a78 New_VerticalShooter_Test_continue.78b.bin New_VerticalShooter_Test_continue.78b.list.txt Vertical Shooter 1-19-2021.zip
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To be honest, every time I tested it, the blue ship seemed to be unaffected. I was so focused on trying to get the twin laser and continue screen working that I neglected to fix that. I'll try to remedy that issue.
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That looks really slick, @Eagle. Maybe something like that routine could be used for a horizontal space shooter?
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Hey, congratulations on getting nominated. By the way, I see where you were coming from on doing that side project. Truth be told, I had to take time off of Heofonfir by working on another engine in 7800Basic and making music.
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I hear you, I had to take time off from Heofonfir to start work on another engine and my music.
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This game is one of the prime examples of what 7800Basic is capable of. Maybe I could sketch out a couple of song ideas for this. Before I go, feel free to take a look at my current project, Vladamir.
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One project complete, another to focus on. That being E.X.O.
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Congratulations on the nomination, and this game is coming along quite nicely.
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TwentySixHundred, I'm sorry about your daughter, but I'm glad that she recovering. I look forward to the next version.
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My 7800 Vertical Shooter - Heofonfīr
in Atari 7800 Programming
Posted
@MordThanks, I was looking for that for hours yesterday. Now, the buttons aren't responsive.
Vertical Shooter 1-25-2021.zip New_Vertical_Shooter_Rewrite2.78b.a78 New_Vertical_Shooter_Rewrite2.78b.bin New_Vertical_Shooter_Rewrite2.78b.list.txt New_VerticalShooter_Test_continue.78b.a78 New_VerticalShooter_Test_continue.78b.bin New_VerticalShooter_Test_continue.78b.list.txt New_VerticalShooter_Test_controller_check.78b.a78 New_VerticalShooter_Test_controller_check.78b.bin New_VerticalShooter_Test_controller_check.78b.list.txt