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arcade_lights

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Posts posted by arcade_lights


  1. Awesome! Thanx guys. Random Terrain, I inserted game over screen. There's only one strange thing, even though you put it in the program, when player0 and player1 collide, nothing happens?? They just stand one over another, and only then, when collided with the playfield, life is lost. If player0 hits the playfield alone nothing happens?


  2. Ok guys, so I simplified the game. It's basically finished. What I originally imagined is way to complicated to accomplish, at least for now. I'll leave that for part 2. Now it's just dodging trash cans with scrolling playfield while tasing the rioters. However, there are still some issues. Whenever I lose a life, it immediately comes back, and I have 3 lives again, so game over is impossible. And I would also like to have pink sprites 2-5 in the bottom of the screen, just standing there, they're supposed to be gay, it's a gay parade and the pissed off cop is assigned to protect gays from hooligans :D For some reason I cannot get multisprite kernel to work, and the whole thing should at least look like gay parade. If you could help me with this I'd be really grateful. Here's the code again :)

     

     set romsize 4k
      include 6lives.asm
      set multisprite kernel 
    
    
     set kernel_options player1colors
    
    
     set kernel_options pfcolors: 
    
    
    
    
     dim sounda = a
     dim soundb = b
    
    
     drawscreen 
    
    
     pfcolors:
     $02
     $02
     $02
     $02
     $02
     $02
     $02
     $02
     $02
     $02
     $02
    end
    
    
     playfield:
     .......X..........X.............
     .............................X..
     ...X........X.........X.........
     ................................
     ...................X............
     .........X...............X......
     ...X............................
     ....................X...........
     ................................
     ................................
     ................................
    end
    
    
    
    
    
    
     COLUBK = $06
    
    
     player0x=80:player0y=80
     player1x=15:player1y=14
     missile0height=4:missile0y=255
     NUSIZ0 =16
    
    
     player0color:
     $9A
     $9A
     $9A
     $9A
     $9A
     $9A
     $9A
     $9A
    end
    
    
     player0:
     %11000011
     %01000010
     %00111100
     %00111100
     %11111111
     %10011001
     %00011000
     %00111100
    end
    
    
    
    
     player1color:
     $00
     $88
     $8A
     $02
     $02
     $02
     $FE
     $FE
    end
    
    
     player1:
     %01100110
     %00100100
     %00011000
     %00011000
     %00111100
     %01111110
     %01011010
     %00011000
    end
    
    
    
    
    
    
    
    
    draw_loop
     drawscreen
    
    
     pfcolors:
     $02
     $02
     $02
     $02
     $02
     $02
     $02
     $02
     $02
     $02
     $02
    end 
    
    
    
    
     COLUP0 = $94
     lives = 96 
     lifecolor = $94
      lives:
       %00000000
       %11111110
       %11111110
       %11111110
       %11111110
       %11111110
       %00000000
       %00000000
    end
    
    
     scorecolor = $42
    
    
    
    
     if joy0left then player0x = player0x-3
     if joy0right then player0x = player0x +3
    
    
     if player1y < player0y then player1y = player1y + 1
     if player1y > player0y then player1y = player1y - 1
     if player1x < player0x then player1x = player1x + 1
     if player1x > player0x then player1x = player1x - 1
    
    
    
    
    
    
      if player0x < 14 then player0x = 14
      if player0x > 139 then player0x = 139
    
    
    
    
    
    
     NUSIZ0 = 0
    
    
     missile0y = 222
     missile0height = 30
    
    
     missile0y = missile0y - 2
    
    
     if joy0fire then missile0y=player0y-5:missile0x=player0x+8
    
    
     if sounda > 0 then sounda = sounda - 1 : AUDC0 = 8 : AUDV0 = 4 : AUDF0 = sounda else AUDV0 = 0
     if soundb > 0 then soundb = soundb - 1 : AUDC1 = 15 : AUDV1 = 10 : AUDF1 = soundb else AUDV1 = 0
    
    
     if joy0fire then soundb =12
     if player1x < 139  then sounda = 50
    
    
    
    
     if collision(missile0,player1) then score=score+10: soundb = 2: player1x=rand/2:player1y=0
     if collision(player0,playfield) then lives=lives-32: soundb = 39: player1x=rand/2:player1y=0: player0x=80:player0y=80
     if collision(player0,player1) then lives=lives-32: soundb = 39: player1x=rand/2:player1y=0:  player0x=80:player0y=80
    
    
    
    
     pfscroll down 
    
    
     goto draw_loop
    
    • Like 1

  3. Hey I did how you told me and it worked, got so into this that I forgot to respond :) but I had to use regular playfield titlescreen, letters only, couldn't figure out how to insert the one I drew from the picture above, didn't compile. The most important now is to figure out how to make those trash cans (playfield row 4) fall randomly. The guy here who did the Sewercleaner game did that thing, I looked at his code but had no idea what I was looking at lol. Thanx to all of you, this info has been helpful.


  4. Hey guys, I've been working really hard on this for days now. I would like to hear your suggestions. I used rand command on player1x to make it look like there's lots of them rioting, but I would like to slow them down a little bit. Also, I created taser from a missle0 for a cop, The dark grey squares are trash cans in the middle of the street. So, the rioters are running around and kicking trashcans and the player0 is supposed to catch them. I don't know how to make those trash cans fall in a random manner, I guess it's a pfscroll command right? I tried but couldn't figure it out. When all trash cans are gone, rioters charge towards the cop and he uses his taser on them and the whole cycle repeats, but faster.. I know how to program this afterwards. Also, I still didn't figure out how to use sound. There should be typical atari throbbing sound which is supposed to be rioters yelling, electric sound for the taser and catching sound for the trash cans. Any suggestions are welcome. Here's the whole code so feel free to suggest anything. Thanx in advance.

     

    set kernel_options player1colors
    
    
     set kernel_options pfcolors: 
    
    
     drawscreen 
    
    
     pfcolors:
     $0E
     $44
     $0E
     $02
     $0E
     $44
     $0E
     $1E
     $0E
     $5E
     $5E
    end
    
    
     playfield:
     ...............X................
     ................................
     ...............X................
     X.X.X.X.X.X.X.X.X.X.X.X.X.X.X.X.
     ...............X................
     ................................
     ...............X................
     ................................
     ................................
     .X...X...X...X...X...X...X...X..
     XXX.XXX.XXX.XXX.XXX.XXX.XXX.XXX.
    end
    
    
     COLUBK = $06
    
    
     player0x=80:player0y=71
     player1x=15:player1y=24
    
    
    
    
    
    
    
    
     player0color:
     $9A
     $9A
     $9A
     $9A
     $9A
     $9A
     $9A
     $9A
    end
    
    
     player0:
     %11000011
     %01000010
     %00111100
     %00111100
     %11111111
     %10011001
     %00011000
     %00111100
    end
    
    
     player1color:
     $00
     $88
     $8A
     $00
     $00
     $00
     $FE
     $FE
    end
    
    
    
    
     player1:
     %01100110
     %00100100
     %00011000
     %00011000
     %00111100
     %01111110
     %01011010
     %00011000
    end
    
    
    
    
    draw_loop
     drawscreen
    
    
      pfcolors:
     $0E
     $44
     $0E
     $02
     $0E
     $44
     $0E
     $1E
     $0E
     $5E
     $5E
    end
    
    
    
    
     COLUP0 = $94
     lives = 96 
     lifecolor = $94
      lives:
       %00000000
       %11111110
       %11111110
       %11111110
       %11111110
       %11111110
       %00000000
       %00000000
    end
    
    
    
    
    
    
     scorecolor = $42
    
    
     if joy0left then player0x = player0x-3
     if joy0right then player0x = player0x +3
    
    
     player1x = (rand&63) + (rand&31) + (rand&15) + (rand&1) + 21
     player1y = (rand/8)
    
    
    
    
     if player0x < 14 then player0x = 14
     if player0x > 139 then player0x = 139
    
    
     if player1x < 14 then player1x = 14
     if player1x > 139 then player1x = 139
    
    
    
    
     NUSIZ0 = 0
    
    
     missile0y = 222
     missile0height = 30
    
    
     missile0y = missile0y - 6
    
    
     if joy0fire then missile0y=player0y-5:missile0x=player0x+8
    
    
     if collision(missile0,player1) then score=score+10
     if collision(player0,playfield) then score=score+5
    
    
    
    
     goto draw_loop
    

  5. I've tried it, but it gives me an error when I try to compile it. Where should I exactly insert this command? Here's my whole code:

     

     playfield:
     ................................
     ................................
     XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
     ................................
     ................................
     ................................
     ................................
     ................................
     XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
     ................................
     ................................
    end
    
    
     COLUBK=$D6
     COLUPF=$34
    
    
     player0x=80:player0y=64
     player1x=15:player1y=16
    
    
     player0color:
     $9A
     $9A
     $9A
     $FE
     $FE
     $8A
     $FE
     $06
    end
    
    
     player0:
     %00100010
     %00011100
     %00011100
     %00001010
     %00111000
     %01111110
     %00001000
     %11111111
    end
    
    
     player1color:
     $88
     $88
     $8A
     $06
     $06
     $06
     $FE
     $FE
    end
    
    
     player1:
     %00100100
     %00100100
     %00011000
     %00011000
     %00111100
     %01111110
     %01011010
     %00011000
    end
    
    
    draw_loop
    
    
     COLUP0=$86
     COLUP1=$04
     scorecolor=$1C 
     drawscreen
    
    
     if joy0left then player0x=player0x-1
     if joy0right then player0x=player0x+1
     if joy1left then player1x=player1x-1
     if joy1right then player1x=player1x+1
    
    
     goto draw_loop
    

  6. Ok, so I've never had anything to do with programming in my life. However I love Atari 2600 like everyone here and I have a great idea for a game. I've been reading this forum and random terrain site for days now, my eyes and head are about to burst, but this whole programming terminology is mostly completely foreign to me. Nevertheless, I was able to actually grasp some things. I made these two guys move left and right and I was also able to create a title screen. I'm actually proud of this, given my complete lack of knowledge. Here they are.

     

     

     

    So, what do I need;

     

    1. Merge the title screen with my game. Tried several commands, non of which worked. Like these for example:

     

    bank 2
    asm
    include "titlescreen/asm/titlescreen.asm"
    titlepage
    gosub titledrawscreen bank2
    if joy0fire || switchreset then goto gamestart
    goto titlepage

     

     

     

    2. Make the cop move a little faster, like the buckets in Kaboom.

     

    3. Multicolored playfield. The two lines should be in colors of two different flags. I tried pfcolor command but got an error.

     

    4. Include the third sprite below the lower playfield line and repeat it 6 times. They are supposed to be motionless. And disappear if hit by a rock.

     

    5. Make the upper rioter guy randomly throw rocks, or balls, whatever, like the Kaboom guy.

     

    6. Possibly multicolored sprites, but this is not crucial.

     

    7. Also, animated sprites with moving legs, I can'f figure out the sprite animator.

     

    I know I'm asking too much, but I also love Atari too much :) so I guess you guys understand. Any kind of help is highly appreciated. Thanx in advance.

     

    And I apologize if this is in the wrong forum, I guess I should have posted in 2600 programming for newbies.

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