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Luigi301

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Everything posted by Luigi301

  1. I think you're trying to run NTSC carts in a PAL system.
  2. I don't know why you would... the letter they sent along with it wasn't very nice either. I suppose it's asking a bit much to hope that was a form letter. 951341[/snapback] LOL. TELL me that is photoshopped!
  3. Nope. I'll attach my source code for poking/"omgwtfishedoingthere"ing. breakout.bas
  4. Okay, I tried the code converter and the compiled code didn't work. Output from the compiler: DASM V2.20.10, Macro Assembler (C)1988-2004 bytes of ROM space left 1578 bytes of ROM space left 1578 bytes of ROM space left --- Unresolved Symbol List ROM2k 0000 ???? (R ) NO_ILLEGAL_OPCODES 0000 ???? (R ) 0.31 0000 ???? (R ) --- 3 Unresolved Symbols Fatal assembly error: Source is not resolvable. Press any key to continue . .
  5. Well, seeing as all the upgrades to BB completely broke my program, I get to do a complete rewrite! The code was getting pretty messy anyway, so I should clean some of the spaghetti up.
  6. Now I have to remove all these hacks to get it to work in 0.2... upgrading to vanilla 0.35 really broke my program badly.
  7. WOW! That could really help me figure out why my Batari Basic games don't work!
  8. Doesn't work either. Here's my code. breakout.txt
  9. The ball code I'm using makes the ball appear in Stella but not in Z26, and in neither does the ball move at all. ballinit n = rand if n < 63 then t = 1 && u = 1 if n < 127 && n > 63 then t = 1 && u = 0 if n < 191 && n > 127 then t = 0 && u = 1 if n < 255 && n > 191 then t = 0 && u = 0 goto ballmove ballmove if m = 0 then goto 70 if t = 1 then ballx = ballx + 1 if t = 0 then ballx = ballx - 1 if u = 1 then bally = bally + 1 if u = 0 then bally = bally - 1 goto 17 Why won't my ball move? M is set to 1 upon pressing fire.
  10. TIA registers are fun! You can make loads of game modes with them if you want to go the Space Invaders 116-in-1 route.
  11. I noticed the file size shrinks each time you upload a new one... Does the ball have only one thickness?
  12. Yes, I'm using Batari's paddle kernel. I made the line that jumps to loading a level jump to the next line, so there is no playfield at all.
  13. Well then the ball doesn't work either. I have the following for ball code: ballx = 70 bally = 50 ballheight = 4 I inserted that before my drawscreen. The playfield obviously has a color, so I don't know why it won't show up.
  14. Still a minor problem with display, now ALL pfpixel scanline breaks are 1 pixel too high! Paddle works though, thanks for the kernel. For everyone's information, when drawing a playfield with PF0=128, the left boundary is 31 and the right is 151, giving you a 120 pixel playfield. Also, what do I have to do to enable the ball? Just give it an X, Y, and height? I'm assuming a height of 0 disables it. z26p0000.bmp
  15. Well, I do have 4 sets or so of these... rem row 1-1 - all bit reads except 6 and 7 are inverted if a(7) then pfhline 0 4 2 on if a(6) then pfhline 3 4 5 on if !a(5) then pfhline 6 4 8 on if !a(4) then pfhline 9 4 11 on if !a(3) then pfhline 12 4 14 on if !a(2) then pfhline 15 4 17 on if !a(1) then pfhline 18 4 20 on if !a(0) then pfhline 21 4 23 on rem row 1-2 - only 7-5 are used, 4-0 are ignored if !a(5) then pfhline 24 4 26 on if a(6) then pfhline 27 4 29 on if a(7) then pfhline 30 4 31 on
  16. That's odd... the left 20 pixels or so are one pixel lower than the rest of the screen!?
  17. Thank you! Now I can get to work getting paddle support for better control If Z is currently player0x, then I have to make paddle0 equal Z * 2 for my rectangle's position? 17 player0x = z 18 player1x = o 19 player0y = y 20 player1y = p 21 z = paddle0 * 2
  18. I'm wasting enough scanlines as it is If you want to get into a scanline wasting war... rem row 1-1 - all bit reads except 6 and 7 are inverted if a(7) then pfhline 0 4 2 on if a(6) then pfhline 3 4 5 on if !a(5) then pfhline 6 4 8 on if !a(4) then pfhline 9 4 11 on if !a(3) then pfhline 12 4 14 on if !a(2) then pfhline 15 4 17 on if !a(1) then pfhline 18 4 20 on if !a(0) then pfhline 21 4 23 on rem row 1-2 - only 7-5 are used, 4-0 are ignored if !a(5) then pfhline 24 4 26 on if a(6) then pfhline 27 4 29 on if a(7) then pfhline 30 4 31 on
  19. So it'll have a ball-and-paddle kernel? That's really what I need for my game, ball support and paddle support. I haven't done any playtesting of it because I can't get missiles to work properly.
  20. They're in some cashflow trouble, so Infotari sues everything they see. Besides, Paddle Battle sounds a lot cooler than Breakout
  21. Alpha 0.3 will have paddles right?
  22. Here's a mockup I made for Paddle Battle.
  23. Yes, we can use "game program" in our labels.
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