Luigi301
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Posts posted by Luigi301
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Supposedly Coleco did a shabby job of programming the 2600 versions of their games to boost Colecovision sales...
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And now I have a paddle. Bricks are needed.
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I gave up on my 5200 game. Instead, I'm starting work on a Breakout-style game! So far I have a bottomless rectangle that turns gray when you hit the black-and-white switch!
I do have a way to store level data. If it works right, the level data itself should be small enough for me to include a lot of levels! Of course this is me we're talking about, so it could be completely wrong...

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Haha, I remember that one! Meatwad was playing Video Ouija instead of hanging out with Shake, so Shake killed himself to put himself in the game?
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I'd love to see how you bankswitch 16MB into 2KB chunks.

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I have an NES game cleaner. It's basically a wand with cloth on the end that you put alcohol on from the included bottle and rub on the edge connector. It resurrected my blinking gray screen games. If I knew how to open the connector, I'd try it on my Chopper Command cart.
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What a terrible game.
900.
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Another thread says you can use labels instead of numbers. However, when I do
initprg: player0x = wormx : player0y = wormy player1x = applex : player1y = appley applex = 75 :appley = 75 COLUPF = 90
DASM errors saying "cannot process line 'initprg' and refuses to compile. What gives?
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So we've gone from "on the 2600" to "add more CPUs and we'll talk"?
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I beat his #1 score on Twin Galaxies (here) at Koffi!

Too bad I can't submit an emulator screenshot

EDIT: Updated with >3000 score!
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I'll try that. I think the .inc files are what it uses to turn the commands into ASM. It just replaces, say, INPUT with the contents of input.inc, adding parameters where they belong.
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Yeah, 16K of ram can't be more than a couple of dollars. Not like in 1987 when 16K would run you over $50.
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I thought it included all of those automatically?
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STILL doesn't work. Here's my .bas. Attached is the ASM. Somehow whatever I'm checking is being set to $0C, even though I'm not touching anything on the pad.
TITLE "worm 2005" AUTHOR "luigi30" SCREEN 4 KEYPAD 1 SET CHARSET=$9400 PALETTE 0,$60 PALETTE 1,$C6 PALETTE 2,$A4 PALETTE 3,$22 PALETTE 4,$E MEMCOPY $9400,$3000,4096 WaitForStart: DO SET SCREEN=$9400 A = $00 X = $00 INPUT A LOOP UNTIL A = $0C GameReset: SET SCREEN=$9800 DO PUT (50,100),$30,2 SPRITES ON LOOP .ORG $9000 #INCLUDE worm.ttl .ORG $9400 #INCLUDE worm.chr .ORG $9800 #INCLUDE wormmain.ttl
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Dead TIA?
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They can make a working 2600 language but not a working 5200 language! It's been 3 days I still have no idea what the problem is!
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WaitForStart: DO INPUT X IF X=$0C THEN EXIT DO LOOP GameReset: DO SET SCREEN=$9800 LOOP
Broken!!!
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Tell me why this doesn't branch back to WaitForStart even though I haven't pressed start on the keypad! It's driving me nuts!
WaitForStart: DO INPUT X IF X=$0C THEN EXIT DO LOOP GameReset: DO SET SCREEN=$9800 LOOP
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Isn't the Channel F a year older than the 2600?
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Loops. Loops loops loops. They never work. I don't see how my program can jump past waiting for a key to go directly to starting.
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I have a 3rd-party N64 pad that's held up better than all my real Nintendo ones.
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Your cart a splode?
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The DC is a Naomi with less RAM. Hydro Thunder's main board was a fully-featured PC.

Breakout-Based Non-Infringing Video Game
in batari Basic
Posted
I'm reading the joystick for now until paddle support is included. I wouldn't mind sacrificing a missile for paddle support.
Break-In sounds like a really great idea, but I don't think I have the programming knowledge to do something like that. Besides, Batari only supports 2 players