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Buckaroo

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About Buckaroo

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    Space Invader

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    Plymouth, UK

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  1. Here's a couple of looping rolling demos for three of the levels in game
  2. Buckaroo

    Citadel of the Cryptid

    Rolling demos of Citadel of the Cryptid
  3. I've been playing around with bits for this game for over a year now but am struggling find the motivation to finish it. Leave some comments and spur me on to finishing this project. It's a platform game using some of the mechanics you'd expect from a modern platformer but to my knowledge there's nothing quite like this for the 2600. Find attached a demo of the basic physics/mechanics of the game. There is no goal at the moment you just have to keep moving up the screen to avoid death. It picks a new level every time you die. You can't lose and the level data repeats, I've got another file I'm working on with the level designer in it. COTC_Demo.bas.bin Controls: Fire - Jump Fire/Fire - Double Jump Fire - While on Wall - Wall Jump Up/Up - Fly Left/Left or Right/Right - Dash I've got plans well beyond what's in this demo. In the demo you can't lose and the level data scrolls. COTC_Demo.bas.bin
  4. I wanted to make a donation from PayPal as I'm in the UK and will get charged for transferring currency if I use my bank. Could you confirm that I can send it through PayPal to [email protected], I don't want it ending up in the wrong place or in an old email account.
  5. I saw the Whitney music box by Jim Bumgardner many years ago and found the effect mesmerising. The effect is described in the book "Digital Harmony" by John Whitney. I've radically simplified the effect to work on the Atari 2600. Make sure the sound is turned up. Use the fire button to change the preset. whitney.bas.bin whitney.bas P.S. I've made no attempt to optimise this code, there's definitely procedures which could have been slimlined
  6. Here's a great example of gravity and smooth motion. It's not my original file I found it on AtariAge forum but can't remember where. inertia.bas Simple sprite change code Sprite change.bas
  7. Thanks. that worked a treat. I feel foolish now for not trying before I posted.
  8. My graphics card broke so I had to remove it and use the on board one. Since then I keep getting this weird glitch in the main code window of Visual BB. When you move the mouse it constantly flicks between the cursor and the caret, it seems as though it trying to do something and struggling all the time. I tried a reinstall of Visual BB but it keeps happening. Has anyone had this or can shed any light on why it may be happening. Thanks
  9. Made a new solution for this but it's a bit convoluted and I can only really see it working for this example. Each possible combination of two arrows is put into a Data Array, e.g. ↑↑, ↑→, ↑↓, ↑← etc.. (16 possible combinations) When the bottom point is reached the two players adjust the pointerhi and pointerlo for each player to update for the next arrow. ------------------------------------------------------------ Scroll arr.bas: Use the joystick to pick the next arrow direction if nothing is pressed then a random arrow is picked Scroll arr.bas.bin Scroll arr.bas
  10. Thanks for the info, I've been trying to stick to the standard kernel and only use 4k because I bought an EPROM programmer and chips. As I use Visual BB more I'm coming to realise the DPC+ is the way to go. I still think I can finish this game in the standard kernal by flipping the sprites on their side and using NUSIZ to duplicate in the same way the score does. Once I've go it working I'll upload, but at the moment it's still a mess.
  11. Thanks, I thought this was going to be an awkward one. I need the other sprite for the second players graphics and I really don't like the flicker. I did find a way to do it but it took up pretty much all of the variables in the file. I pointed player0pointerlo at variables a-g, and was able to edit each line of the player graphic individually. Practically, that won't work for the game as there's going to be little variable space left for anything else. The RAM stuffing could be an option though, I'll look into it. Dynamic sprite.bas.bin Dynamic sprite.bas
  12. Thanks for the information. I couldn't find a reference to this anywhere so thought it was a hack. Is there a list which will tell me where all 255 of them point to? If there are any that are unused then I can use them to store data in and get a couple of extra variables. I've also tried it with different Kernels and the reference numbers change for each.
  13. While working on something completely unrelated I found that you can use [xx] in Visual BB to access most of the commands,variables,sounds etc... E.g. player0x=10 is exactly the same as [128]=10 Some of the variables do require you to update them every frame (NUSIZ0 for example) If you just use it once it seems to cost you more bytes, but if you can use a loop to set multiple items at the same time you can save loads of bytes. 6-bit address 1.0.bas Use Joy0 L/R to select item to edit Use Joy0 U/D to edit values Hold Joy0 fire to increase the amount to change First 3 digits of score are the item you're editing [xxx] Last 3 digits of score are the value Checkerboard.bas Demonstration of playfield usage with 2820 bytes to spare The best use I've found so far is on the playfield, you're able to set segments of 8 pixels directly and it seems to be really fast at doing it (seems to be faster than pfline). Here is an incomplete list of the links I've found so far, if you can help me fill the gaps I'd appreciate it: Red items are ones I've not been able to confirm 0 VSYNC 128 player0x 1 VBLANK 129 player1x 2 WSYNC 130 missile0x 3 RSYNC 131 missile1x 4 NUSIZ0 132 ballx 5 NUSIZ1 133 player0y 6 COLUP0 134 player1y 7 COLUP1 135 missile1height 8 COLUPF 136 missile1y 9 COLUBK 137 bally 10 CTRLPF 138 player0pointerlo 11 REFP0 139 player0pointerhi 12 REFP1 140 player1pointerlo 13 PF0 141 player1pointerhi 14 PF1 142 player0height 15 PF2 143 player1height 16 RESP0 144 missile0height 17 RESP1 145 missile0y 18 RESM0 146 ballheight 19 RESM1 147 XX000 score 20 RESBL 148 00XX00 score 21 AUDC0 149 000XX score 22 AUDC1 23 AUDF0 163 scorecolor 24 AUDF1 25 AUDV0 164-207 playfield (see below) 26 AUDV1 27 GRP0 212-237 Variables a-z 28 GRP1 29 ENAM0 239 playfieldpos 30 ENAM1 31 ENABL 254 Inaccessible 32 HMP0 33 HMP1 255 RESET? 34 HMM0 35 HMM1 36 HMBL 37 VDELP0 38 VDELP1 39 VDELBL 40 RESMP0 41 RESMP1 42 HMOVE 43 HMCLR 44 CXCLR 64-108 same as 0-44 Playfield positions blue for reversed bit order __________________ | 164 | 165 | 166 | 167 | | 168 | 169 | 170 | 171 | | 172 | 173 | 174 | 175 | | 176 | 177 | 178 | 179 | | 180 | 181 | 182 | 183 | | 184 | 185 | 186 | 187 | | 188 | 189 | 190 | 191 | | 192 | 193 | 194 | 195 | | 196 | 197 | 198 | 199 | | 200 | 201 | 202 | 203 | | 204 | 205 | 206 | 207 | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ xx 6-bit Address 1.0.bas.bin xx 6-bit Address 1.0.bas checkerboard.bas.bin Checkerboard.bas
  14. Did the last post I made make it any clearer?
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