jeffry
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Posts posted by jeffry
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This is the kind of non-sense I love. I could see it being kind of fun messing with this.
However what it needs is a unit built into a cartridge that can scan the code and then use it in real Atari.
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Is it possible to have a bataribasic includes file? Seems like include files would be perfect for this...
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I really wanted to thank you.
I was able to get this working...
Thank you very much!!
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Is there away for bataribasic to send phrases to the atarivox without using the data statement?
I would like to generate the phrases dynamically. Having to use the data statements requires the phrases to be hard coded.
Ultimately what I want to do is create a program that can modify 6 or so variables each a speakerjet code and then send it to the AtariVox.
With this I could try different combos until i got the sound I wanted.
I have challeneges when it comes to creating the phrases and getting the results i want. This tool would greatly help me in that endeavor
Thanks for your time and any help you can provide
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I got this game after seeing it on ZeroPage Homebrew.
I love it!!! It appeals to my kitschy nature.
What this games needs is a physicsal cartridge with a digital/LED display showing the amount of time it has been running.
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Thanks !
Now, how do I go about setting the breakpoint?
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Can Batari Basic read the cycle counts?
What I would like is to run 2 subroutines then display a 1 or 2 depending on which one is faster and also display the differnce in the score.
Then I could paste code into the 2 subroutines and compare them.
So is something like this possible? and if so how do I read the cycles?
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Hello,
I wanted to say thanks for this. About a week ago you replied to my question in another thread with a link to this post.
I found this extremely beneficial. This helped me with a better solution than I had created for my collision struggle,
In adition it helped me gain a little insight into creating my own asm file.
Thanks!!!!
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@Random Terrain
Thanks I had seen that program before in fact i modified it to measure and plot playfields.
I just never thought about utilizing it in this context .. brainfart I guess... Thanks!
P.S. I assume by your name you are the one with the similiarly named website.... SO THANK YOU again. you have given me unmeasurable guidence and help via that site.
@kdgarris... Thanks.. I was hopping that not accounting for the REF was part of my problem but alas I screwed up elsewhere
Thanks to Both of you!!!!
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I am trying to code my own colision detection.
Everytime I think i have it ... I don't.
I am hoping someone get help me get back on track.
Suppose my player0 sprtie is a 8x8 square.
If I set player0x = 50 & player0y = 50 which pixel of my sprite will be at coordinates 50,50?
123454678
a ########
b ########
c ########
d ########
e ########
f ########
g ########
h ########
Is a1? h1? a8? h8? Something else?
Also how does using the REFP0 affect this?
My code seems to me that everything looks correct yet it doesnt quite work. I believe if I can get a clear answer on which pixel is at the defined coordinate I can figure this out.
Thanks for any help to set me straight.
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Thanks again!!! I was able to use the URL you gave to get my game working ... THANKS!!!!!!!!!!!!!!
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Thanks! This looks promising.
I was using DPC+ so I have to tweak a little but i think I can get this will work for me.
Thanks!!!!!!!!!!!!!
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Hello,
Is there a way to set the pfcolors programmatically? (with variables instead of hard coding it)
I would like to be able to change them based on variables in the game.
Everything I try either doesn't compile or displays a puke color.
Does anyone know how to accomplish this?
Is there any other commands I could use to achieve this effect?
Thanks in advanced for any help or clues that might get me on the right path.

Want an AtariAge Badge for PRGE?
in 2018 Portland Retro Gaming Expo
Posted
Me too please!!!
Jeff Buttke
Elmira, Or
See you in Portland!!