jwierer
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Posts posted by jwierer
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just found a new feature on the program when I was working on playfield,I found out that you see the playfield in the emulator.
but there might be bug in it, when I do mirrored playfield
it comes out messed up when it do normal playfield it comes
out normal.
Yes that's actually by design. If you try to preview a standard kernel playfield in a multisprite kernel or vice versa you'll get some interesting results so you want to make sure you choose the correct one for the type of playfield your using. Even then it won't be perfect because I use a very simple project that might not set the correct dimensions. I guess I could modify it to support custom options, but if you need anything other than a simple preview you're better off creating a project and dropping the playfield into it.
-Jeff
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I look for the exclusive new 5200 gameslike
Bristles, Boulder Dash ,etc
and look for instructions for games that dont exist on 2600 mainly like
Astrochase, Ballblazer, Dreadnaught Factor, Zenji, Zone Ranger, etc
trade possible with 2600 and 8bits computer carts
You can still by Boulder Dash here
-Jeff
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I can sorta understand cartridges, but why would anyone pay for a pirated cd/dvd based game. Internet, mother smurfer! Use it. Besides, the yahoo's selling them are really bottom of the barrel scuzzballs making money off everyone else for nothing. No one should support them. Even hardcore pirates despise these kinds of bottom feeding sleazebuckets. .. Not you personaly, but you everyone; atleast make the effort to do it yourself for yourself, if you can't do that, then learn, otherwise just buy the real thing. Paying someone else to pirate for you is just wrong and pathetic on so many levels it's not funny.Yeah I can't understand why people pay for the pirated DVD (movies and games), but I often see people guying them in large quantities. I don't even own a gaming system from this century so I couldn't say if they legit or fake. Lots of things you buy in China are outright fake. The famicom cartridges usually work, though you do need an adapter to get them to work in a standard NES.
My point in this thread is that these 9999 in i carts are readily available and not worth that much. Even in Chinatown in NYC I believe I found the same lot for $5 a piece.
-Jeff
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If you ever find yourself in Asia you can get these all over the place (Singapore, Malaysia, China, Taiwan). All pirated of course. Last time I was in China I got a handful of these for 10 yuan (about $1.30 at the time). Gameboy Advance is also readily available. Heck so is XBOX and PS3. Usually about 10 yuan a DVD.
-Jeff
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That would be really nice! I also noticed that "set debug cyclescore" is not included or did i overlook it?That would be because I never knew it existed, but you can extend the commands area through right click->Add. I can put into future builds though!
-Jeff
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For me "project" is anything I type into my .bas file, because I don't design anything and save it separate. I don't design sprites in some other program and save them. I just type them in myself. But after your explanation I do understand.A project is a logical grouping of all the sprites, playfields, and code used in a game. VbB creates a folder on the file system and stores all the files for that program in a single place. This way you don't have to manually sort code between projects because you have a single folder with everything relevant to that "project".-Jeff
Creating a sprite or playfield in the sprite/playfield editor is faster, in my opinion, and makes reuse in other programs a bit easier, but to each his own.
-Jeff
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First, DIM:I don't really need things like
DIM backframe=a
Does it take up more room or the same if I add that dim and do backframe=backframe+1 as opposed to just doing a=a+1?
Second, RAND:
I read up on doing something like
a=rand
What I need is a random number between 4 and 27. How exactly do I? Is something like this possible?
loop a = and if a>27 and a<4 then goto loop if a<27 and a>4 then goto loop2
Will that slow things down too much because it might keep picking numbers out of my range randomizing over and over and over?
Going to bed now. Thanks again. I've really learned a lot today and feel very accomplished.
RAND will generate a number from 0 to 255 (decimal) or 00000000 to 11111111 (binary). If you do a logical AND with 11111000 (31 decimal) you'll get a number from 0 to 31 which should reduce the chances of getting a number outside of your desired range.
-Jeff
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I do have a project set. Your program required me to make one so I did. Otherwise I wouldn't have. It asks me to select it every time I start up. I will admit, though, I have no idea what the project does.A project is a logical grouping of all the sprites, playfields, and code used in a game. VbB creates a folder on the file system and stores all the files for that program in a single place. This way you don't have to manually sort code between projects because you have a single folder with everything relevant to that "project".
-Jeff
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Mine says:"InvalidArgument=Value of '0' is not valid for 'index'.
Parameter name: index
Try using regedit to remove HKLM\Software\VisualbB"
and I click OK and it exits fine. This happens after EVERY exit.
Thanks to whoever pinned this. Much needed!So, since I haven't read EVERYthing.. does everyone get an error message every time they exit VbB?
No error message for me unless you mean a message reminding you that you forgot to save your program.
I wonder if that happens if you have no default projects set? I'll have to check and see if I don't do a check for that. It's a pretty innocuous error, though I could see that being annoying. Given what it says it happens when it's closing and trying to save settings back to the registry.
-Jeff
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What i would like to see added to it is an editor for the score_graphics file.That actually wouldn't be that hard. I might look into that next!
Thanks,
Jeff
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I think the Visual batari Basic post where you can download it should be a sticky up top also. I always lose track of where it is and have to search.There's a SpriteAnimator built in (that I have NO freakin clue how to use). I just keep pressing buttons and they do nothing.
Anyway, that having said, is there any plans to implement a sound editor into the program? That would be awesome!
Keep up the good work both of you (Fred and Jeff). I remember saying something like this should be possible. I said this back in the earlier 90's!
Thanks for the compliment. I had thought about a sound editor, but then again it's easier to just add Tone Toy as a project and launch it from emulation.
-Jeff
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I downloaded your file and it works fine. I compiled mine again (with bugfixes and pfres=21) and get garbled output again with funky score.If I remove any pfres it'll look fine, but only display the first 9 rows of playfield.
You code also compiles fine for me. Definitely something with your environment. What emulator are you using?
-Jeff
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Also the effect looks a bit better if you use this setting
set kernel_options no_blank_lines
-Jeff
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What I am doing is making a box that will move in and out. I want to have it if you touch the box you die. I'm going to make it later on like the code sample so I can make it go slower and faster, but for now just wanted it to work.Looking at your code, your playfield is actually 20 pixels tall, instead try:
const pfres=21
-Jeff
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I want to make a playfield that is taller than 32x11. How do I accomplish this? Is 32x24 too much?I've been trouble getting anything larger than 32x9 to display. It only displays the first nine lines of the playfield.
If I run the AnimatedPlayfield code snippet it displays fine. If I go do my own program it only displays the first 9 lines.
Try setting
const pfres=32
-Jeff
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Can anyone recommend a good Kaboom hack? I was playing the classic last night and I've always been pretty bad at it. I'm lucky if I get to 1000 points. So a typical game for me lasts about a minute. What I wouldn't mind is a hack that plays a bit slower or doesn't ramp up the difficulty quite so fast. Something that will fool me into a false sense of accomplishment if I last a dozen or more levels.So I looked at postings regarding the following awesome looking hacks: Easter Bunny, Cannon Fire, Santa's Helper 2007, Halloween III, and Fast Food Kaboom and although they each look great and have some nice extras, I can't determine if any of them are easier. Can anyone give a poor Kaboom loser some advice? I know I know, I'm lame, whatever. Just let me play the game longer, please?
-Jeff
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Still havent received mine as of yet!But Thank You Pixelboy for the updated info on his absence~
Same here. Almost 6 weeks since sending payment!
[update] Arrived on 7/23/2008
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That's too bad. It would have been fun to play on the console. Is the same true of Hack'Em (the Pac-Man hack)?Hack'Em worked fine.
-Jeff
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That was 7800 only right?Not sure. When I order some 16K boards I will try it out on a regular 2600.
I tried it yesterday. Didn't work on my 2600 nor my 7800.
-Jeff
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Did this hack ever get released in a cart? If not, any plans?Doesn't yet work on the real thing.
-Jeff
Really? Why?
See Post #15 (above)
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Did this hack ever get released in a cart? If not, any plans?Doesn't yet work on the real thing.
-Jeff
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I gave up on Visual bB, I couldn't get it to work and installing the ".net framework" bothered me for some reason I don't remember now...Yeah I could have used a previous version of the .NET Framework, but honestly I just pick out a random project to test out the newest edition of Visual Studio so I generally am always using the latest. When the next version of Windows comes out I am sure .NET 3.0 will be part of it.
-Jeff
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Now what i don't understand is where the bin. file is going to. Is there a certain path i have to put in somewhere?There will be a bin folder in the same folder that holds the .BAS file. All you compiled binaries will be in that sub folder.
-Jeff
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Assuming you doctored the screen shot to remove your name from the path? Otherwise the path does look a bit off. If you've never used bB before or you've moved it, then you might want to check "add bB Environment Variable" and "Add bB Compiler to system Path". Most people forget to set those when they first install bB.
-Jeff
Yes. Problem solved.New problem. I've clicked compile, that was fine, i pressed run, and it said it could not locate vbbwizcode.bin or something. Anybody got an idea now?

Probably because your code didn't compile successfully. Post the BAS file. I would have to check if spaces in the path to the bB compiler is a problem. I think vbB will automatically put quotes around, but to be safe you might want to use a path name without spaces to be safe.
-Jeff

Hack-O-Matic 3 with Pinning feature and comments!
in Atari 2600 Hacks
Posted
I've been meaning to update HOM3 for a while. Here is the latest.
[New] I rewrote the rom loading code to be more efficient and multi-threaded. That means for those of you with modern PC's with multiple CPUs or cores, loading larger roms should be significantly faster. For the rest it might be marginally faster due to optimizations
[New] You can copy sprite data into Visual bB format. Therefore if you want to grab a sprite from your favorite game and reuse it in a bB game you need only copy and paste
[New] Supports multiple emulators. Therefore when you switch between hacking atari 2600, 5200, 7800, colecovision etc... you don't have to keep switching emulators you just choose from a set of pre-configured ones
I might have made other changes, but I don't remember.
HOM3.030.zip
-Jeff
P.S. Perhaps this should be pinned so others can easily find it?