Luigi301
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Posts posted by Luigi301
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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 . .
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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.
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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.
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WOW! That could really help me figure out why my Batari Basic games don't work!
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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.
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The games will get better as Batari BASIC improves, but there are still plenty of available functions that can your software a more polished look. I'm really surprised at what the 2600 can do, offering large (well, long, anyway) sprites and even the ability to stretch them out to double, even triple their original size! Playing with the TIA registers made me feel like a kid in a blocky candy store!
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.
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I noticed the file size shrinks each time you upload a new one...

Does the ball have only one thickness?
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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.
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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.
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What variable sets the ball's color?
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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.
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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
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EDIT: double post
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Perhaps someone who knows paddles better than I do may know what the problem is. Here's the kernel - note that you lose missile 0, and you must have a dim paddle0=missile0x at the start of your program. The return value from the paddle will be in the variable paddle0, and it returns 0-88, so you may need to multiply by two and do some bounds checking if you are using it for a horizontal position.
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
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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
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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.
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They're in some cashflow trouble, so Infotari sues everything they see. Besides, Paddle Battle sounds a lot cooler than Breakout

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Alpha 0.3 will have paddles right?
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is my VCS too old?
in Atari 2600
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I think you're trying to run NTSC carts in a PAL system.