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Luigi301

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Posts posted by Luigi301


  1. I need to turn Atari coordinates into BB coordinates for my collision detection to work. collision(missile0,playfield) just makes the game weird out as soon as the missile touches the playfield.

     

    I'm trying to make it so that whenever the missile touches a colored playfield pixel, it turns off a playfield tile.

     

    Is that possible?


  2. It's probably because you are doing "gosub makemissile" but not using a "return" at the end of the routine.  Either that or those gosubs should be gotos.

    901912[/snapback]

     

    Changing the gosubs to gotos fixed it. Thanks.


  3. wtf? My missile routine is:

     

    makemissile
     m = 1
     missile0x = z
     missile0y = y
     missile0height = 8
     if f = 1 && m = 1 then missile0y = y - 1
     goto 70
    

     

    called by

     

    51 if joy0fire && m = 0 then gosub makemissile 
    70 drawscreen
    71 f = f + 1
    72 if f = 2 then f = 0
    73 if joy0fire && m = 1 then gosub makemissile
    75 goto 5
    

     

    This works for a few frames, then the game completely weirds out. The screen turns odd colors and both player0 and the missile disappear. This shouldn't be happening because I haven't even written collision detection yet!


  4. You could go for the early Atari style and fit another game in there somehow :P

     

    Or, try and squeeze it into 2K!


  5. I just had a GREAT idea. Breakout's been done. It's been done so many times it makes you want to barf.

     

    But what about this?

     

    2 paddles, one on top, one on bottom, bricks in the middle. The object of the game is to break through the wall and make the ball go past your opponent's paddle. The ball starts in the middle somewhere and breaks itself out, making a hole in the wall with it, meaning two games are never the same! Now THAT sounds like a good game! Any opinions? Can I do it in Batari?


  6. Since Batari Basic doesn't do balls yet, I've been working on the engine.

     

    Some details:

     

    Each row is 11 bricks long and stored in a whopping one byte (!) of data, meaning I can have a LOT of screens if I do this right! I haven't hit the wall yet on pfhline commands, so I don't know how many rows a screen can have maximum, but I haven't tested more than four at once. Control will be done using the paddle when Batari Basic supports it. Screens are called randomly up except for the first screen, which is always the following screen. 44 pfhline commands to draw a screen!

     

    Also, a question for the gurus: How do I tell how much ROM space I have left to work with?

    post-5003-1122676953_thumb.png


  7. Ah, found my error. You don't use a(n)=0, you use a(n) or !a(n). And they're reversed except for bits 6 and 7!?

     

    Anyone know how many pfpixel commands will fit in one draw cycle? I've got a terribly inefficient but slightly ingenius method for storing levels and drawing them on the screen.


  8. I can't get bit accesses to work. Here's my code, can anyone see a problem? The exact error is "cannot parse line =".

     

    1 y = 80
    2 z = 70
    5 COLUPF = x : scorecolor = 10 : COLUP0 = 120
    6 x = 90
    8 if switchbw then x = 10
    11 PF0=128
    12 pfhline 0 0 31 on
    15 player0:
     %00000000
     %00000000
     %00000000
     %00000000
     %11111111
     %11111111
     %11111111
     %11111111
    end
    
    20 player0x = z
    22 player0y = y
    25 if joy0left then z = z - 1
    26 if joy0right then z = z + 1
    30 if z > 151 then z = 151
    35 if z < 31 then z = 31
    50 if d = 0 then gosub screen1
    70 drawscreen
    75 goto 5
    
    screen1
     a = %11111111
     gosub makescreen
    
    makescreen
     if a(0)=1 then pfpixel 1 1 on
     d = 1
     goto 70
    
    gameover
     goto 5
    

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