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8-bit_d-boy

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Everything posted by 8-bit_d-boy

  1. Good to know, I'll have to update that. Changed it to that, still won't compile
  2. It's actually indented in the code, I just copied it from the indent on. Updated the post and added source file.
  3. I still can't figure out for the life of me why the ball still clips through the paddle when they're both moving the same direction, so somehow it's skipping the goto statements. Also for some reason, changing this: if p0_x = 0 then goto _skip_to_p0_yCol if bMoveRt && p0_mv_Rt then goto _skip_to_p0_yCol if bMoveLf && p0_mv_Lf then goto _skip_to_p0_yCol bMoveLf = p0_mv_Lf : bMoveRt = p0_mv_Rt _skip_to_p0_yCol if p0_y = 0 then goto _skip_to_bVel_accumulation if bMoveUp && p0_mv_Up then goto _skip_to_bVel_accumulation if bMoveDn && p0_mv_Dn then goto _skip_to_bVel_accumulation bMoveUp = p0_mv_Up : bMoveDn = p0_mv_Dn To this: if p0_mv_Lf = 0 && p0_mv_Rt = 0 then goto _skip_to_p0_yCol if bMoveRt && p0_mv_Rt then goto _skip_to_p0_yCol if bMoveLf && p0_mv_Lf then goto _skip_to_p0_yCol bMoveLf = p0_mv_Lf : bMoveRt = p0_mv_Rt _skip_to_p0_yCol if p0_mv_Up = 0 && p0_mv_Dn = 0 then goto _skip_to_bVel_accumulation if bMoveUp && p0_mv_Up then goto _skip_to_bVel_accumulation if bMoveDn && p0_mv_Dn then goto _skip_to_bVel_accumulation bMoveUp = p0_mv_Up : bMoveDn = p0_mv_Dn It won't compile due to some sort of syntax error. Wut? airhockey.bas
  4. Looking at the dates of the executables, it seems I am. Got some headway with the collision code, here's the source so far. The new code is only in the red paddle. EDIT: Fixed the ball clipping thru the non-moving paddle, but the issue still persists where the ball will clip through the paddle and receive its impulse if the paddle is moving in the same direction as the ball. Attached the updated code. Here's the collsion part: rem ------------------------ rem collision rem ------------------------ rem ----RED PADDLE COLLISION---- if !collision(player0,ball) || bCollsn then goto _skip_P0_B_col AUDF1 = 4 - bvy AUDV1 = 15 bCollsn = 1 tmp = 0 if ballx > player0x - 3 && ballx < player0x + 7 then xClip = 1 if bally > player0y - 3 && bally < player0y + 7 then yClip = 1 if xClip && yClip then xyClip = 1 _skip_ball_knock_back rem if the player isnt moving, reverse movement, otherwise copy its direction if bMoveLf then bMoveRt = 1 : bMoveLf = 0 : goto _skip_to_b_p0_vmotn if bMoveRt then bMoveRt = 0 : bMoveLf = 1 _skip_to_b_p0_vmotn if bMoveUp then bMoveUp = 0 : bMoveDn = 1 : goto _skip_b_rev_p0 if bMoveDn then bMoveUp = 1 : bMoveDn = 0 _skip_b_rev_p0 if p0_x = 0 then goto _skip_to_p0_yCol if bMoveRt && p0_mv_Rt then goto _skip_to_p0_yCol if bMoveLf && p0_mv_Lf then goto _skip_to_p0_yCol bMoveLf = p0_mv_Lf : bMoveRt = p0_mv_Rt _skip_to_p0_yCol if p0_y = 0 then goto _skip_to_bVel_accumulation if bMoveUp && p0_mv_Up then goto _skip_to_bVel_accumulation if bMoveDn && p0_mv_Dn then goto _skip_to_bVel_accumulation bMoveUp = p0_mv_Up : bMoveDn = p0_mv_Dn ;if temp6 > 0 then goto _skip_b_rev_p0 _skip_to_bVel_accumulation bvx = bvx + p0_x + p0_x bvy = bvy + p0_y + p0_y airhockey.bas airhockey_7-30-2017.bas
  5. Strange, it compiles for me with spaces, although I'm still using the older BB, I think. Not 100% sure. Anyway, here's the latest source and binary: EDIT: Well I just figured out why the ball was getting stuck on the walls(I think(so far)), I just had to remove the minus signs from the lines that said: bvx = -bvx + p1_x + p1_x bvy = -bvy + p1_y + p1_y Forgot about those. EDIT 2: Also just realized that the ball ricochets off of the blue paddle, but clips through red. EDIT 3: Also also just realized that the ball only ricochets off EITHER paddle on the left, but clips through on the right. EDIT 4: Got that kinda fixed, ball still clips through red paddle if blue serves it straight left and red doesn't move. STILL can't figure out why. Updated source and binary. airhockey.bas.bin airhockey.bas
  6. That part acually gets skipped, due to the "goto _new_col" line above it.
  7. So I've been refactoring the movement and collision code to better be able to do the kind of deflection I want, but I'm running into some problems with the ball sticking into the playfield/players with it. Could someone take a look at my code and help me figure out what's wrong? airhockey.7-27-2017 (2).bin airhockey_7-27-2017.bas
  8. I think if a hockey game was to be done on the Atari, it would have to use vertical scrolling. It'd be cool to do it in a Super Football style with a sort of 3/4ths overhead perspective. I've also been thinking of making a Foosball game.
  9. Thanks! Looking over it now. Does it count if it's Air Hockey?
  10. 8-bit_d-boy

    airhockey.bas

    From the album: Air Hockey

    © Christopher DeBoy 2017

  11. 8-bit_d-boy

    Air Hockey

    Screenshots of Atari 2600 Homebrew: Air Hockey
  12. From the album: Air Hockey

    © Christopher DeBoy 2017

  13. Currently working on new collision and deflection system. Anyone have pointers to not only prevent collision, but also have the ball deflect in different directions, dependent upon where the ball collides with the paddle and doing so efficiently? Thanks in advance.
  14. Yeah, collision is not finished yet, lol. Thanks! I wanted the win screen to cycle thru the luminances of the win color at 1 color per second, but it's not working for some reason, I can post the code if you're interested. I also plan on making a more robust deflection system so the ball collides and bounces off the paddles more realistically, as if it's colliding with a circle, and not just reversing direction + paddle momentum. In addition to that, I want to add pausing with either the BW-Color switch or game select and left-handed controls selected by the difficulty switches. I'll have to check it out! Checked it out, Updated accordingly. airhockey.7-26-2017.bin airhockey.bas
  15. Stella with the S-Video TV mode setting with scanline intensity at 42 and interpolation on, found under "Video Settings" in the menu.
  16. Hey, since I've already posted asking for help with this, I thought I may as well introduce my project: Air Hockey Which may be usurped by RealSports Air Hockey once the Intellivision releases its contender to Air Hockey, and finally Super Air Hockey with it's at-table perspective and red label when the Atari 2600 gets re-released as the Atari Jr. Only Kidding. Move your paddles in not one--but TWO distinct directions! Hold fire to move TWICE AS FAST! Hit reset to reset the game when YOUR FRIEND STARTS TO BEAT YOU! Realize it's still just a work in progress when THE PUCK STARTS TO CLIP WITH THE PADDLE! Here's a screenshot of it so far: Still a work in progress, here's the ROM so far: airhockey.7-25-2017.bin airhockey.7-26-2017.bin airhockey.bas airhockey.7-27-2017.bin
  17. From the album: Air Hockey

    © Christopher DeBoy 2017

  18. Perhaps I'll make something with more perspective for the title screen, like standing at an air hockey table.
  19. My thoughts exactly, especially if I can figure out circular collision-reflections. I already have it so that holding the fire button moves the "paddle" faster, and I'm thinking of having the difficulty switches change the controller layout from right-handed to left-handed. Maybe Color-BW switch will be a Pause or NTSC to PAL switch. Not sure what other game variations there could be, so maybe Game Select could toggle pause.
  20. Ohhhhh. I was hoping to use it to display a typical air hockey playfield graphic. Guess not. I was also hoping to use it to display "Air Hockey" in the space at the top of the screen.
  21. Which code(s) should I post? I'll attach the airhockey.bas and the minikernel one. Also I think BS means "Bank Switch", as I don't have a variable named that. airhockey.bas 96x2_1_image.asm
  22. Turns out, yes the first line of image data was not indented, so I indented it and got a new error message: --- Unresolved Symbol List fontcharARISIDE 0000 ???? (R ) _NUSIZ1 0000 ???? (R ) fontcharHEART 0000 ???? (R ) fontcharMRHAPPY 0000 ???? (R ) fontcharBLOCK 0000 ???? (R ) player9height 0000 ???? (R ) fontcharUNDERLINE 0000 ???? (R ) mk_96x2_8_on 0000 ???? (R ) mk_48x2_X_on 0000 ???? (R ) mk_48x2_8_on 0000 ???? (R ) mk_48x1_8_on 0000 ???? (R ) bmp_96x2_1_index 0000 ???? (R ) fontcharCOPYRIGHT 0000 ???? (R ) score_kernel_fade 0000 ???? (R ) bmp_96x2_1_fade 0000 ???? (R ) fontcharCOLON 0000 ???? (R ) fontcharDOLLAR 0000 ???? (R ) mk_player_on 0000 ???? (R ) fontcharARIFACE 0000 ???? (R ) fontcharMRSAD 0000 ???? (R ) mk_gameselect_on 0000 ???? (R ) mk_96x2_4_on 0000 ???? (R ) mk_48x2_4_on 0000 ???? (R ) mk_48x1_4_on 0000 ???? (R ) fontcharSPADE 0000 ???? (R ) fontcharSPACE 0000 ???? (R ) mk_96x2_5_on 0000 ???? (R ) mk_48x2_5_on 0000 ???? (R ) mk_48x1_5_on 0000 ???? (R ) mk_96x2_6_on 0000 ???? (R ) mk_48x2_6_on 0000 ???? (R ) mk_48x1_6_on 0000 ???? (R ) 0.title_vblank 0000 ???? (R ) mk_96x2_7_on 0000 ???? (R ) mk_48x2_7_on 0000 ???? (R ) mk_48x1_7_on 0000 ???? (R ) fontcharCLUB 0000 ???? (R ) FASTFETCH 0000 ???? (R ) mk_48x2_1_on 0000 ???? (R ) mk_48x1_1_on 0000 ???? (R ) mk_96x2_2_on 0000 ???? (R ) mk_48x2_2_on 0000 ???? (R ) mk_48x1_2_on 0000 ???? (R ) fontcharFUJI 0000 ???? (R ) fontcharDIAMOND 0000 ???? (R ) BS_jsr 0000 ???? (R ) mk_96x2_3_on 0000 ???? (R ) mk_48x2_3_on 0000 ???? (R ) mk_48x1_3_on 0000 ???? (R ) fontcharPOUND 0000 ???? (R ) 9556 bytes of ROM space left in bank 1 0 bytes of ROM space left Fatal assembly error: Source is not resolvable. Errors were encountered during assembly. Oh boy.
  23. Where did you put that? I tried putting that in line 301, but I'm not getting that result.
  24. Alrighty, I figured out how to get the data in there anyway without the options in the PDF, but I keep getting the error: titlescreen/96x2_1_image.asm (124): error: Unknown Mnemonic '%00000000'. Unrecoverable error(s) in pass, aborting assembly! Complete. Errors were encountered during assembly. Is this code correct? gosub titledrawscreen bank2 drawscreen bank 2 asm include "titlescreen/asm/titlescreen.asm" end
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