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Everything posted by VGAGuy
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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.
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I can't win.
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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.
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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.
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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
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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?
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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.
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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.
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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).
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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.
