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VGAGuy

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Everything posted by VGAGuy

  1. Yeah I checked that after the previous post and did a facepalm. I am going to have to change the game to use the joystick then, or make it a game where you collect the flags instead of it being a slalom. Thanks for the help, also the random positioning is working now. I'll try to work on the miss detection now.
  2. The Paddle code is removed so it would compile. just put currentpaddle = 0 before the drawscreen in the game loop and player0x = paddle * 2 + 1 after the drawscreen Yes scoring works but it only scores when you hit the flags directly but not when you go between them.
  3. the P in player is not capitalized in the code. I just need to fix the UNRESOLVED SYMBOL LIST paddle 0000? ® error I get when i use the paddle.
  4. I am trying to make an Atari 2600 skiing game that uses the paddle but am running into some problems. 1 I can't figure out how to make slalom hit detection work right, VBB doesn't like if then statements that are triggered by other if thens (ex: if x = 1 then if b = 4 then score = score + 1) 2 I can't get the flag to reset to just above the visible screen, or even the top, the flag just peeks up from the bottom occasionally. (FIXED) 3 making the flag go to a random x position between 16 and 124 4 PADDLES DON'T WORK AT ALL! ( I could use the joystick but it would make the game less unique) 5 My playfield type title screen and game over are messed up due to the multisprite kernel but I wan't to keep this 8K or under, is there a way to make this work? I would like to get it working before PRGE so I could possibly submit it to see if it is a good enough game, I am trying to fit it in 4K. P.S. Sorry for making another topic so close to another one of mine, it's just that I couldn't re-purpose the other topic. P.P.S. Here is the code, my main issues are the paddles, the random x axis positioning, the sound to some degree and the PADDLES. SKI.bas
  5. So I trying to use the paddle controller for a game I developing and this code gets an error: Player0x = paddle * 2 + 1 VBB reports the equals sign as an unknown keyword. I can't fathom why this happens, anyone know? Also sometimes it doesn't like when I use set kernel multisprite and it sometimes complains about player0-2 height and related things. All I want to do is use the paddle, that's it. EDIT: I fixed it but now it is reporting: Unresolved Symbol List Paddle 0000??? ® Now what?
  6. I checked that box when I started my project. Whenever I compile it says it worked fine, but when I check the bin or project folder nothing is there. Also my file path has no spaces, I checked.
  7. I know this has been asked probably a million times, but whenever I try and compile my program it says it worked just fine. But when I go into the bin folder, there is no bin file. How do I fix this so I can test my program? Thanks for any help offered.
  8. Since I can't figure out how to edit my original post I'm going to add what I forgot to say to this one. I plan on starting with drawing a line on the screen and going from there. Is it possible to optimize a 6502 or Z80 C compiler for arcade hardware? I know that CC65 has versions targeted at the C64 and others so I assume its possible but I wouldn't know where to start. Where can you find 1024 x 1024 grids for vector mapping(if those even exist)? That should be it(for now).
  9. As a big fan of vector games I have decided I want to make my own. I plan on learning 6502 and Z80 assembly and a have a basic understanding of what assembly does. The main problem is I don't have an Asteroids Deluxe or Omega Race board, I only have MAME and I cant figure out how I would make a new ROM and emulate it on MAME. The games are fairly simple in concept. I want to use Asteroids Deluxe's hardware for the 5 button layout and Omega Race's hardware for the spinner. The simplest game is planned to run on the Omega Race board, but Omega Race has 2 CPUs, one for the game code and one for the sound, how hard is it to make code that works for that configuration? I know assembly is hard to learn but I am going to try anyway. I have access to a crude memory map of Omega Race but not of Asteroids Deluxe only the original Asteroids. Omega Race Memory Map: http://www.computerarcheology.com/Arcade/OmegaRace/Hardware.html The game should be small enough to fit in 1 or 2K of ROM. I can figure out how to draw the vectors on the screen(sort of) but I can't figure out how to scan the controls then make changes related to the inputs. Any help is welcome.
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