Luigi301
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Posts posted by Luigi301
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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?
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Is there a command to check whether a playfield pixel is on or not?
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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!
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That would work. I can use a missile to test my collision detection routines.
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F-4
in batari Basic
You could go for the early Atari style and fit another game in there somehow

Or, try and squeeze it into 2K!
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joy1left and joy1right aren't working for me. DASM gives me an unrecognized symbol error, but my code compiles fine when I comment out the two lines using it.
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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?
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Lunar Rescue is a fun game, and when you make it we can knock it off the Taito port list

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I can't sell my Super 255-Screen Non-Infringing Ball and Paddle Video Game?

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Now it turns various shades of gray when you turn the black-and-white switch, and the paddle doubles in size when you hit the left difficulty switch!
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Is 0.3 going to have ball and/or paddle support? I'm pretty far along in making a Breakout-style game and you can't have Breakout without a ball or paddle.

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Sweet, I've got 2100 bytes left. Meaning that at 4 bytes per screen, I can fit... 500 or so screens.
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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?
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Got info on the bit inversion bug: bits 0-5 are inverted, but 6 and 7 are read properly. Figured that out while testing my Breakout program.
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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.
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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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It doesn't error if I turn the a(0)=1 into a=1, but if I use a whole variable my levels will never fit. The guide says I can use a(n)=x where n is bit 0-7 to check the value, but it doesn't seem to be working.
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I'd like a ball and paddle kernel, I'm working on Breakout

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if a(0)=1 then pfpixel 1 1 on
causes DASM to error saying "cannot parse line =". What am I doing wrong?
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How many bit reads can I make in one draw cycle before it desyncs the screen? I've got a great idea for storing levels but I need to know if it's practical.

label proposal
in batari Basic
Posted
I'm thinking of putting mine on a cart, but I don't think my current title of "Non-Infringing Breakout-Based Video Entertainment Program" will fit on a label.