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Everything posted by Lavalamp
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Thanks heaps that makes things a lot clearer I need to re-look at maps and re-engineer my game, there was a PLOTMAPFILE.BAS sample that shows three tilesets being using for multiple colours which appeals. I saw that SCROLL.BAS too which is amazing and would match my platformer well.
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I'm using the below is this RAM or ROM? incmapfile level_1.tmx Im thinking about swapping to using data statements so I can have colored tiles and tiles I can modify.
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This was with the plotmap map1 0 0 0 20 12 can i not use pokechar map1 TileX TileY 20 12 $30 to flip a tile?
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resolved my missing rat issue Another question the if you use the POKECHAR do you need to then re-plot the screen and save it again for the restore command? this is to change a tile. pokechar map1 TileX TileY 20 12 $30
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Its a bit weird, yes has multiple images, I only briefly looked at it last night, Ill do some more troubleshooting over the weekend. incgraphic rat1.png incgraphic rat2.png incgraphic rat3.png
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Thanks was just a quick type up, i'm not seeing any turn up at this point. code is: for check = 0 to rats tempX = ratX[check] : tempY = ratY[check] tempFrame = ratFrame[check] plotsprite rat1 4 tempX tempY tempFrame next
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Thanks for checking Also with sprites I have made an assumption that maybe wrong.... For num_enemy = 0 to 4 plotsprite enemy 0 x y frame next Can you only use the image once? The guide doesn't specify this. cheers.
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Can you not have a FOR NEXT loop after a THEN statement with 7800 basic?
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Fantastic, Ill check this out. Thanks!
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Has anyone created a sound effect library for use in our 7800 Basic projects?
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thanks SmittyB that makes sense, so the below gives me five instances of enemyX? dim enemyX[0] = var1 dim lives = var6
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Hi, I'm having issues with implementing arrays in 7800Basic, the online manual appears to have an example that makes no sense to me, it doesn't show how to declare an Array? I assume to declare its like my example below? dim enemyX[0] = var1 dim enemyX[1] = var2 dim enemyX[2] = var3 this means I can loop through them like this? for temp1 = 0 to 2 if enemyX[temp1] >160 then enemyX[temp1] = 0 next Also...getting the _length of data appears to be unclear to me, I get an error about it been before the data statement or something...
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Hi Mike, could you add "and" and "or" for the interpreter?
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Thanks I will re-engineer the code based on your recommendations, makes sense. I'll introduce you guys to my game Morph once I have the basics controls and collision detection working. Thinking about it I think my STOS Game Makers manual has a good example of this.
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The DRAWSCREEN command below was the culprate, I thought this needed to be called after plotting sprites? main_loop BACKGRND=$00 restorescreen globalFrameCount = globalFrameCount + 1 if globalFrameCount = 30 then globalFrameCount = 0 if globalFrameCount = 15 then gosub moveplayer gosub drawplayer rem drawscreen goto main_loop
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Thanks that's what I conlcuded, but its performing badly with the tile code removed so something I have introduced has done something. But its pretty clean early code so dunno. I got the map to appear so CHARACTERSET was the missing piece thanks! I didn't know that PLOTMAPFILES allowed the multi pallette support, nice!
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Awesome thanks guys. Also can I expect a huge performance drop when using a tiled background? I only mention this because I had the global frame counter drop from 60 to 10 to get the speed up again :/ might be my code though.
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Hi Peeps, having issues with getting tiling to work, the below results in a black screen...what have i missed? The Map has tiles set to emended and is XML, 8x16, and 20 x 12 in size. Thanks guys. set doublewide on set basepath gfx_morph set romsize 48k set tv pal displaymode 160A rem Color Palettes P0C1=$02: P0C2=$06: P0C3=$0F : rem grey, light grey & white rem Graphics Import incgraphic tileset_level_1.png incmapfile level_1.tmx main_init clearscreen plotmap level_1 0 0 0 20 12 savescreen drawscreen main_loop BACKGRND=$00 restorescreen drawscreen goto main_loop
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thanks RevEng, the common issues above also helped me track down another issue. Still have something else wrong it now boots to a black screen.
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Will this be Ok for programming my EPROMs for the 7800?
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Thanks guys, I do have one perplexing issue, Ill try to get to the bottom of it and post what I find, after copying all my code to a test file and removing blocks of code out one by one, discovered doesn't like the line highlighted with <<<.. rem Invaders set doublewide on set basepath gfx_invaders set romsize 48k set hssupport $7272 : rem temp UID for Game. displaymode 160B dim frameCount = var1 dim invaderX = a.b dim invaderY = var2 dim invaderFrame = var3 dim invaderCount = var4 dim invaderMove = c.d dim playerX = e.f dim playerY = var5 dim playerShotX = var6 dim playerShotY = k.l dim playerFired = var7 dim playerSpeed = var8 dim moveX = g.h dim tempX = i.j dim ufo = var9 dim ufoX = m.n dim ufoSpeed = o.p dim ufoFrame = var10 dim ufoShotX = q.r dim ufoShotY = s.t dim ufoFired = Var11 dim midX = var12 dim midY = var13 const true = 1 const false = 0 const screenH = 192 const screenW = 160 P0C1=$02: P0C2=$06: P0C3=$0F incgraphic player.png incgraphic player_shot.png incgraphic space_invader1.png incgraphic space_invader2.png incgraphic ufo1.png incgraphic ufo2.png incgraphic ufo3.png incgraphic ufo_shot.png incbanner paused.png maininit clearscreen midX = screenW / 2 midY = screenH / 2 playerSpeed = 0.1 playerX = midX - 8 playerY = screenH - 16 invaderX = 0.0 invaderY = 16 invaderMove = 0.2 invaderFrame = 0 frameCount = 0 moveX = 0.0 invaderCount = 4 playerFired = false ufo = false ufoSpeed = 0.6 ufoFrame = 0 ufoFired = false <<< ufoShotX = 0.0 ufoShotY = 0.0 savescreen drawscreen ...
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A Awesome thanks!
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A question on timing of sprite movement in 7800Basic, I traditionally use decimal for controlling speed. 7800Basic supports this, but is it better to use a frame counter to trigger a move? Recommendations welcome! Thanks. Speed = 0.2 X = X + Speed
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Apart from the ROM code is there any other difference between a NTSC and PAL 7800 cartridge? I can use NTSC donors for my PAL projects?
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Would be 11 if you still had some...
