jwierer
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Posts posted by jwierer
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I won't change the dog. I will make a cartridge.
Is the dog running backwards?
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Well, the problem is I am creating the image in GiMP. Problem is I don't know what it will look like in the titlescreen kernel until I physically paste all the data in and compile. So, 90% or greater of my image might look good, but if I could easily edit the output a few pixels here and there I could fix my problems. I guess really I need to use a different font. Here's a sample of a Return of the Living Dead I was doing (those aren't the colors I'd be using):
as you can see I need to touch some things up. Obviously it looks fine in GiMP. I'm trying to use horror looking fonts. This is my first attempt at making something, so probably next time I'll try using a thinner font and see how the output of that one looks
For this one, you can see I need a few pixels to make the H look decent, and a few pixels to make the V look decent.. same thing with the E's.
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
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Now that we have RevEng's beautiful title screen kernel, we should have an IMG2CODE that will insert directly into the appropriate files.
You tell IMG2CODE where your files are, when you follow Rev's tutorial.. it says select sprite.. select 96 image wide, by however tall (in my case 53), instead of selecting Assembly you would select which Title Screen option to output. This would output the file 96x2_1_image.asm in my case. It's up to you to modify your colors later on.
What I would like to see still (maybe I'm forgetful here) is an easy way to assemble that code your program outputted so I can easily edit it. So far it looks decent, but I need to change a few pixels here and there to make letters look okay, or maybe clean up a few pixels. I'd like a way for this to at least line up the byte numbers in the correct position so I can easily find them. I'll then use my eyes to visually inspect it and add some 1's or 0's where needed, then a way to quickly insert them back into the program.
It's quite tiresome making a logo, pasting in 11 things of bytes, then having part of it look crappy have to redo it all and repaste all those again.
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
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Brilliant - confirmed working perfectly!
Thanks for the speedy turnaround!

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
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I'd like to submit a feature request for the Img2Code utility.
Right now if you load a picture with 256 lines and hit the "Create Image" button, the number of lines gets changed to 192, and indeed only 192 lines of data are generated per slice.
The soon-to-be released version of the titlescreen kernel uses images up to 265 lines tall for scrolled pictures or animation frames. It would be cool if Img2Code could work with these larger images!
That should be possible.
EDIT: Luckily I had a constant defined for that. Please give this a shot.
-Jeff
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Yeah, I have this problem all the time. I don't know what triggers it nor do I know how to fix it. Sometimes I don't think setting a background color works for me.
It should prevent you from setting the same color for playfield and player pixels so you never get into that situation?
-Jeff
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Hello all, I just needed some help. I've been experimenting around in VbB for a while now and I've got a little game going on. Unfortuantely, it gets repetitive the second time you press the fire button. To spice it up a little, I thought of adding a few new backgrounds after the player earns a certain number of points. I've got checking the score down, as I use it for the game over screen, my problem is when I insert a new playfield, for the first 10-20 seconds, it is really lagging. If I can get this far and have it trun fine, I would also like to add a sort of intermission screen between the two playfields, sort of like in Yar's Revenge. ROM attached. Thanks in Advance.
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
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For anybody considering the BIN on Rent Wars or Flip Flop, they are still available on atari2600.com for half the price.
-Jeff
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Do you have any screenshots? Was this going to be a expansion module type of game? Just wondering cause I want to purchase,
There is some info on the CGE Preview Page.
-Jeff
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I like it. Awesome addition to bB. Good work!
-Jeff
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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
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With no project open you can:
1. Click on FILE
2. Click on Close Project
3. Receive a valid message about no projects to close -> Click OK
4. An unhanded exception message appears.
Happens on XP but haven't tried on different platforms.
Thanks for the report. That's fixable.
-Jeff
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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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Try removing the space in your directory name (between bB and Projects) and try it again.
---------- Capture Output ----------
> "C:\Atari2600\bB\2600bas.bat" D:\bBProjects\Undecided2\default.bas
batari Basic v1.01 ©2005-2007
(134): Error: Unknown keyword: B
Compilation failed.
> Terminated with exit code 0.
In testing with other codes that use include div_mul.asm, the latest 2600basic.exe seems to occasionally fail on my machine? When I revert to the compiler dated 12.6.2009 it works just fine. I tested this outside of VisualbB to make sure it was't an issue of something I was doing there. I would PM Batari your source so he can debug it during compilation.
EDIT: In testing more sometimes 2600basic.exe simply crashes, other times is displays the following:
batari Basic v1.01 (C)2005-2007 (586): extraneous end statement found (595): Error: Unknown keyword: 2☺
-Jeff
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Thanks, but you did that for me a few weeks ago. The preprocessor and postprocessor in your folder wouldn't run so I had to use my versions, and everything I have right now works for me.
I'll try your files again and see what happens.
I updated those last week.
-Jeff
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I use Windows 7 64-bit and I couldn't compile a program at all. If anyone else has the same OS I'd be interested to know if works on your computer.
You have to make sure you're using the other latest 32 bit binaries. If you're using the original 16-bit versions it won't work. You can grab copy of my working Win7 64-bit bB folder here.
-Jeff
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Galactic Chase, a Galaga clone, was converted for the 5200. For some reason I can't find the link online, but this is what it looks like.Enduro was made by Activision, so all you would have gotten was the 2600 version with slightly more elaborate backgrounds. Galaga was never released on Atari XE platform, so it can't be converted.EDIT: Sorry I am thinking of Galaxian. (slow start to the brain this morning)
-Jeff
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I've taken the pokey sounds I added to 7800 Pac-man Collection and incorporated them into 5200 Ms. Pac-man. I originally barrowed from the 5200 sounds when I did the 7800, but people soon let me know about all the errors in sound effects compared to the arcade version. I spent a lot of time upgrading them to be more like the arcade and this is the result.
Regards,
Perry
Nice. How about fixing the horrible colors in Ms. Pacman?
-Jeff
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1. Crystal Castles, would have been sweet with the trak ball controller.
2. Galaga, why Galaxian made it to the Super System, but not this awesome follow up
3. Enduro, the best racer for VCS would have been a nice addition to the 5200
4. Stargate, they released Defender, but not the better sequel, why not?
5. Donkey Kong, I know that Coleco had console rights, but it would have been awesome on 5200
You can download Crystal Castles & Donkey Kong here, and Stargate here for the 5200. All hosted here at AtariAge.
EDIT: There is a thread of most conversions here
-Jeff
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What are the kernal options for a playfield?Have you looked at this section yet:
Another trick in vbB that you can use is from the Project Explorer, switch to commands. Expand Compile Directives->Kernel Options. From there you can double click or drag any of the valid kernel options to the top of your code. Only valid options are provided in the list.
-Jeff
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Any idea why its showing the color of my sprites pants/shit as purple even though its $60 which is dark red?
It's only dark red if using PAL. My guess is your emulator is set to NTSC which would be purple.
-Jeff
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playerXXXcolor: and playerXXX: should be player0color/player0 or player1color/player1. Also you need to make sure your kernel options are set.
" set kernel_options playercolors player1colors pfcolors"
What I recommend you do is open the file folder using Windows explorer, then right click preview on the sprite. What that does in the background is vbB creates and compiles a temporary .bas file <spritename>_preview.bas. You can look at the source of that file for a proper way to display and move a sprite. Be careful because after you close the emulator it cleans up those files.
-Jeff
How do I set the kernel options? Putting that string of code you said gives an error.
Did you remember the space before "set"? Posting the .bas would be easier to fix.
-Jeff
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playerXXXcolor: and playerXXX: should be player0color/player0 or player1color/player1. Also you need to make sure your kernel options are set.
" set kernel_options playercolors player1colors pfcolors"
What I recommend you do is open the file folder using Windows explorer, then right click preview on the sprite. What that does in the background is vbB creates and compiles a temporary .bas file <spritename>_preview.bas. You can look at the source of that file for a proper way to display and move a sprite. Be careful because after you close the emulator it cleans up those files.
-Jeff
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I believe it was an issue with my windows 7 installation, I just put XP on my main computer to save me the trouble as it works fine now.
I was going to suggest turning off Windows 7 Aero (aka glass) effect. If you don't have the correct video drivers, or your machine simply can't handle it, you'll get display garbage like you're seeing.
-Jeff
If I can play crysis with DX10, I can display a .net app
.That only proves it can run the APIs in use. Windows forms don't leverage DirectX, or at least I can confirm I don't use DX.
-Jeff

batari Basic Wont Work
in batari Basic
Posted
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