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jwierer

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Everything posted by jwierer

  1. Yeah that didn't work Seems like your environment variables are not set. Make sure that checkbox is checked in your vbb settings tab. -Jeff
  2. If I recall that was due to a problem in the registry. I think the first post has a fix for it and the latest build should detect and fix it. There was a whole thread on that problem. Found the fix here. -Jeff
  3. I'd first try compiling at the command line and comfirm that bB is actually working first. -Jeff
  4. Thanks for the kind words. There isn't a way to simply right-click and preview a double or quad wide sprite, but if you look in the folder of your project when you use the normal preview it will create a temporary .bas file (it is deleted after preview is done). You can copy the contents of that file and add the register change for displaying in double and quad. Should get you what you need. -Jeff
  5. Pardon my cross post, but I posted a new ImgToCode to the main vbB thread in case you want to try it out. Should be more user friendly with the lastest title kernel. -Jeff
  6. Here is an updated ImgToCode that should be a little more user friendly when using with the Titlescreen kernel. To use it, first check the radial button for the mini kernel you want to use (96x2, 48x1, 48x2) then set the copy combo box to 1,2, or 3. For example checking 96x2 and setting copy = 2 should be used for file: 96x2_2_image.asm Click the Create Image button to generate the entire image code block for that file. Now you can just select all output code and paste it once into the assembly file. This should expedite development by reducing the copying and pasting. I just read through the 1.0 title screen documentation today and didn't test this extensively so please let me know if I have a mistake anywhere in the code generation -Jeff ImgtoCode.0.9.1.6.zip
  7. http://code.google.c.../tile-molester/ -Jeff It doesn't work!!! I think it's better stated, "It doesn't work for you". Perhaps if you could be a bit more articulate in describing your issue, somebody would be so kind as to assist you. -Jeff
  8. http://code.google.com/p/tile-molester/ -Jeff
  9. That looks like it occurs when trying to write your settings back to the registry which usually means you have insufficient permissions to writing ot the registry or have a program such as antivirus that is preventing it, resulting in the error. -Jeff
  10. Sounds like you are not a local admin or have a policy or A/V tool preventing it. Is this a work machine? If not, make sure you're a local administrator. I also turn off UAC (Vista/Win7) when that gets in the way. -Jeff
  11. From the command prompt just type Path. If you don't see you bB folder included, then it was not set correctly. If you use Visual batari Basic as RT suggests it will make sure the path is set for you. -Jeff
  12. That most commonly occurs when you don't set your environment variables. From the bB README "Before you continue, you will need to move GNU sed from its subdirectory to your bB directory, e.g. C:\Atari2600\bB. Although bB will run without moving the program, sed will improve error reporting. sed is used to limit the amount of redundant warnings and bogus errors that the assembler tends to produce. sed was not placed in the same directory as bB to avoid confusion with their conflicting licensing terms. Batari Basic is a DOS/Windows command line program which must typically be run at the Windows command prompt. It will also run under pure DOS (i.e. without Windows running) with special considerations (see DOS compatibility in the help.html file.) The quickest way to get started is to run batari Basic from the Windows command prompt by using the batch file (2600bas.bat.) This may be found in the "bB" folder in your installation directory. This version of bB requires that an environment variable and path are set so that you can compile your source files no matter where they are located. So before you run bB, you need to set the "bB" environment variable and path to your bB folder. There are several ways to do this. The easiest way is to just type in the commands below. This will be active for the duration of your session, but only in the window where you define it. e.g.: set bB=c:\Atari2600\bB path=%path%;c:\Atari2600\bB If you want this set permanently every time you start DOS or the Windows command prompt, you may add the two above lines to the autoexec.nt (Windows NT/2k/XP) or autoexec.bat (DOS/Windows 95/98/Me) file. autoexec.nt is typically located either in C:\WINNT\SYSTEM32 or C:\WINDOWS\SYSTEM32, and autoexec.bat is in the root directory. If the files don't exist, create them. Alternatively, there is a way to change the path and environment variables in Windows without using autoexec. Since this procedure is quite involved, it is not covered here. Refer to the tutorials for complete instructions on how to do this. Once the above is done, switch to a folder containing a bB source file and type: 2600bas filename where filename is the name of the BASIC source file you wish to compile. The project folder can be any folder you create to store your files." Should work after that. -Jeff
  13. What dimensions are you using in GiMP? If you limit the size to the pyhiscal limits of the title screen you shouldn't get the resizing artifacting, which it looks like what is happening. -Jeff
  14. Now that the title kernel is final, I've been thinking of creating a title wizard that would have you assemble the different images and then just output the code and create everything for you, but it still wouldn't do what you are suggesting. I thinky you're actually much better off creating the image in any of the the hundreds of free graphic editors out there. It would be much easier to resize, cleanup, change to black and white in something like GIMP and then convert it to code. -Jeff
  15. I just noticed you said 265 lines. My power of 2 brain set it to 256. Did you mean 265 or is that a typo for 256? -Jeff
  16. That should be possible. EDIT: Luckily I had a constant defined for that. Please give this a shot. ImgtoCode.0.9.1.5.zip -Jeff
  17. It should prevent you from setting the same color for playfield and player pixels so you never get into that situation? -Jeff
  18. You're question is really more of a batariBasic question in which case this thread should probably be moved to the batari Basic forum. Posting the code (.bas) will more likely get you some improvement suggestions. -Jeff
  19. For anybody considering the BIN on Rent Wars or Flip Flop, they are still available on atari2600.com for half the price. -Jeff
  20. There is some info on the CGE Preview Page. -Jeff
  21. I like it. Awesome addition to bB. Good work! -Jeff
  22. I've been playing this version and it's been bothering me that the only way to clear the bonus levels was to wait for the timer to expire. I couldn't remember if this was always the case so I checked it against my proto and there the bonus levels works so I checked the differences between the two files and it appears in the 2nd table the times should not 00 for bonus levels which are level 3 and every 4th level after. Hacking these back to the original values fixes the bonus level. 00003F80: FF F0 00003F81: FF D2 -> 00003F82: FF 00 00003F83: FF B4 00003F84: FF 96 00003F85: FF 96 ->00003F86: FF 00 00003F87: FF 78 00003F88: FF 78 00003F89: FF 78 ->00003F8A: FF 00 00003F8B: FF 78 00003F8C: FF 5A 00003F8D: FF 5A ->00003F8E: FF 00 00003F8F: FF 3C 00003F90: FF 3C 00003F91: FF 3C ->00003F92: FF 00 00003F93: FF 1E 00003F94: FF 1E 00003F95: FF 1E ->00003F96: FF 00 00003F97: FF 3C 00003F98: FF 1E 00003F99: FF 1E ->00003F9A: FF 00 00003F9B: FF 3C 00003F9C: FF 1E 00003F9D: FF 3C Attaching a hacked binary and a 32K version for folks using an emulator. Super_Pac-Man_(Adj.Bluetime_2-chip_hack).bin Super_Pac-Man_(Adj.Bluetime_2-chip_hack)(32k).bin EDIT: In case anybody else wants to improve on this, level 9 should be a radish and level 15 should be a galaxian. Other changes would be to correct the intermissions to match the arcade, ghosts should change directions after eating an power pill, and if you die while the bonus star appears, it should not reappear once gameplay resumes. -Jeff
  23. Thanks for the report. That's fixable. -Jeff
  24. Thanks this found the bank sytanx error in the code I sent you and now it compiles fine. I can still periodically crash 2600basic.exe though. If I take the same code I sent you and repeatedly call 2600bas <codename> at the commandline, eventually the compiler will crash. I am guessing it's a timing issue where one of the executables has not released a file lock and in the subsequent compile 2600basic.exe crashes (just a guess). -Jeff
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