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Lavalamp

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Everything posted by Lavalamp

  1. 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?
  2. 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
  3. 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
  4. 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
  5. 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.
  6. Can you not have a FOR NEXT loop after a THEN statement with 7800 basic?
  7. Fantastic, Ill check this out. Thanks!
  8. Has anyone created a sound effect library for use in our 7800 Basic projects?
  9. thanks SmittyB that makes sense, so the below gives me five instances of enemyX? dim enemyX[0] = var1 dim lives = var6
  10. 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...
  11. Hi Mike, could you add "and" and "or" for the interpreter?
  12. 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.
  13. 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
  14. 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!
  15. 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.
  16. 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
  17. 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.
  18. Will this be Ok for programming my EPROMs for the 7800?
  19. 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 ...
  20. 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
  21. 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?
  22. Would be 11 if you still had some...
  23. 7800Basic nub here. I'm enjoying 7800Basic, but there are some quirks I'm not sure about, I often get a BIN size errors that seem to be caused by syntax or logic errors, but it gives me no clue to where the issue is (line number etc). Is this standard behavior? Because its very time consuming to find these sometimes. My second issue is when I complete my homebrew I would like to produce a cartridge for it, whats the best way to go about this? I've have read cannibalising a real 7800 cartridge is an option, but cant I print a PCB and use a 3D printer to print the case?
  24. Cool thanks. Another question does 7800Basic allow for nested GOSUBs? ie: main_loop gosub drawplayer goto main_loop drawplayer if playerdead then gosub deadplayer return deadplayer lives=lives-1 return
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