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Muddyfunster

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Everything posted by Muddyfunster

  1. just wanted to give this a cheeky bump as this is so useful when trying to track down over cycling in bB (or any 2600 programming).
  2. I'd be happy to test / assist if you can walk me through the setup. VbB is great but as others have noted, it becomes really fidgetty when your code gets above a certain size, i find my self using Notepad++ then copying and pasting, hardly ideal! Either Way, I hope this works out as an alternative, look forward to seeing your progress!
  3. I've been working on adding the bonus balloons and they are all in now. Red, Green, Purple and Gold. Next build release will have them, airships and tension building heartbeat sounds.
  4. Hat off to you KarlG, that's damn impressive taking your 32k original (and rather good) Space Game and working a playable subset into 2k using assembly. I'd love to have the time to learn assembly.
  5. nice start, the character animation is superb, really fluid and smooth. Look forward to seeing how this progresses.
  6. This is coming along really nicely, both versions are actually. I like how you can turn on the spot & really superb animation. Might just be bad luck, but I had a couple of respawns and then was insta-killed by the beam. Nice work so far !
  7. I tried this out today, it's really neat. I would love it if one of the output options was something like a data statement that could be pulled into a bB music engine rather than just assembly. Something like VCF + D for each note. Guess I can wish
  8. mksmith example works just fine too. Not sure why the examples aren't working for you. Try using my example or mksmiths example, get that running before altering it. What version of Stella are you running?
  9. If you only had a black screen, it sounds like you might not have been calling your drawscreen. One thing I learnt was that you have to have the DFxFRACINC statement called each frame. The example below will give you a screen like the first level in Tyre Trax. The code starts and then jumps to the Label called Main, then it goes and gets all the information for the playfield (GOSUB SET_PF). Once it has the info needed (background colour, playfield colour and playfield layout) it goes back to the main code block. Then there is a just simple loop to draw the screen using the required DFxFRACINC settings. Remember, you don't have to set the PF every frame usually. Doing that takes up a huge amount of cycles. In Tyre Trax, the PF is set for each level and then that's it. The only changes are the river, which I animate using pfpixel Also note, as I've set my DFxFRACINC to 255 for the playfield and the colour resolution, that means I can have a finer resolution (176 rows at 1 scanline high) and colour change every 2 lines. rem batari Basic Program rem created 12/10/2018 01:11:19 by Visual bB Version 1.0.0.568 rem ***************************************************** rem ***************************************************** rem DPC playfield example from Tyre Trax bank 1 rem ***************************************************** temp1 = temp1 set tv ntsc set kernel DPC+ set smartbranching on set optimization inlinerand set kernel_options collision(playfield,player1) rem DEFINE VARS HERE goto Main bank2 rem ***************************************************** bank 2 rem ***************************************************** temp1 = temp1 Main gosub set_pf mainloop rem set the PF resolution DF0FRACINC = 255 DF1FRACINC = 255 DF2FRACINC = 255 DF3FRACINC = 255 DF4FRACINC = 255 DF6FRACINC = 255 drawscreen goto mainloop set_pf pfcolors: $0E $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 $0E $70 $70 $70 $70 $70 $70 $70 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $70 $70 $84 $84 $84 $84 $84 $84 $84 $84 $84 $84 $84 $84 $84 $70 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 $70 end bkcolors: $94 $94 $94 $94 $94 $94 $94 $94 $94 $94 $94 $94 $94 $94 $94 $94 $96 $96 $96 $98 $98 $8C $7C $4C $3C $2C $1E $CE $DC $D2 $E6 $E6 $F4 $06 $06 $82 $80 $80 $80 $80 $80 $80 $80 $80 $80 $80 $80 $80 $82 $D4 $D4 $D4 $D4 $D4 $D4 $D8 $D8 $EA $EA $EA $EA $EA $EA $EA $EA $EA $EA $EA $EA $EA $EA $EA $EA $EA $EA $EA $EA $EA $EA $DA $DA $DA $D6 $D6 $D6 $D6 $00 $D4 end playfield: ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ .......X................X....... ......XXX..............XXX...... .....XXXXX............XXXXX..... ....XXXXXXX..........XXXXXXX.... ..XXXXXXXXXXX......XXXXXXXXXXX.. XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ end return thisbank rem ***************************************************** bank 3 rem ***************************************************** temp1 = temp1 rem ***************************************************** bank 4 rem ***************************************************** temp1 = temp1 rem ***************************************************** bank 5 rem ***************************************************** temp1 = temp1 rem ***************************************************** bank 6 rem ***************************************************** temp1 = temp1
  10. Kev, DPC+ allows more resolution options vertically for the playfield. RT's site has some good documentation here : http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#dpc_playfield You can set the resolution using DFxFRACINC and basically have more resolution lines for your playfield. There is a table that shows you what DFxFRACINC settings to use for different resolution combinations. There are some code examples that I found really helpful for figuring it out.
  11. Update to the community build, I think it fixes a lot of the carts that don't work as it has a newer version of Stella than the one that comes preinstalled. Compatibility list (it's not complete) is https://docs.google.com/spreadsheets/d/1lzJdxHuRL9I-EdJ0f1abb2a9Gv46qLj-gmAj-PSBbN0/edit#gid=0
  12. Thanks for the feedback guys, it's appreciated. I've just tested a new effect that I figured might be fun, a heartbeat sound, quiet in the back ground, but the faster you go, the quicker it gets. It kind of works but I'll let folks decide if they like it or not, will be in the next build.
  13. New build added to the first post V147 Blimps should make it in to the next version too
  14. New V147 build up for testing (the "nena" build because of all the red balloons). Added an extra level and some rudimentary sfx. some levels now have clouds (place holder graphic for now) 50% chance cloud becomes a balloon. Right now only red balloons, later versions will have other colours for power ups, points, etc. crash bug fixed at game over.
  15. I would add "Spies in the Night" and "Space Game" - two of my favourites and both worth taking the time to check out. Amoeba Jump is great to play with the kids too.
  16. I stand corrected sir! and didn't mean to sound like an accusation against the OP! (and thanks for linking my games). That will teach me to check before quick replying from my phone
  17. You seem to have excluded all bB games from your list (from what I can see).
  18. Looking forward to trying this out later tonight.
  19. NostAlgae37, You know that's a great idea, I love it. I sat thinking of things to have in the game for the obstacles and I honestly never thought of dirigibles / airships. I'll be putting up a new build on Sunday, hopefully with some dirigible fun.
  20. Glad you liked it! I'm hopeful that one day there will be a physical release of the cart to put the fabulous box and label art that AtariBoy came up with to good use. I've drafted up a manual in the Activision style and I've even thought about a limited run of patches, just like the Activision titles of old.
  21. Sorry if it's been posted somewhere else and I missed it, but when is it planned to do the voting and the list of candidates? Never Mind, just saw the updated first post!
  22. Thanks Winkdot appreciate the feedback. I have a lot more that I plan to add For collision detection, it depends on what you want to achieve. For Dare Devil I don't always need to know which virtual NUSIZ sprite, just that I've hit one. Sometimes I need to check which one I've hit but mostly, I just need to know if I've it any part of any NUSIZ player sprites and then report a collision. So I check to see if there is a collision and check to see if the bit for a "bird" has been set, if so, then do something different to a regular collision . (birds don't kill, they just bump) I also check for the player position and within certain ranges and if so, ignore collision altogether so it doesn't register a hit if you fly through the wind vane or lives counters on the HUD for example. If you want to "know" which of your virtual sprites that you have hit, then if collision(player0,player1) On it's own is useless, You have to back it up with some math work on the co-ordinates to figure things out. There is some great sample code HERE on RT's reference site that I used to learn about this and Lillapojkenpåön also gave me some great guidance on this when I was struggling with conditional collision detection on Tyre Trax. My code in Dare Devil (and it's probably not the most efficient, but hey, it works ) currently looks a bit like this, I've added a few comments in brackets to explain : if !collision(player0,player1) then goto skip_col_check (no collision?, do nothing) if _bit7_p1_bird{7} && collision(player0,player1) && (player0y+15)>= player1y && player0y <= (player1y+14) then goto p1_bird_bump (is player 1 set to a bird and did p0 hit him?) if _bit6_p2_bird{6} && collision(player0,player2) && (player0y+15)>= player2y && player0y <= (player2y+14) then goto p2_bird_bump (is player 2 set to a bird and did p0 hit him?) if parachute_x<12 && parachute_y >128 then goto skip_col_check (did p0 hit the weathervane ? ignore it) if parachute_y <10 || parachute_y >200 then goto skip_col_check (did p0 hit the lives counter? ignore it) if collision(player0,player1) then temp1=sfxtrigger(#sfxSPLASH): goto collis_detected (did p0 hit a "kill" obstacle, if so play a sound using SpiceWare's driver and animate the death) collision(player0,player1) collision(player0,player2) I don't think it matters what player number goes in as they are all the same (clones of player1) (at least that's my interpretation) Hope my ramble helps. If you have specific questions, yell or post up your code, I'm sure folks will try to help.
  23. Thanks for featuring Dare Devil on the show James, I caught it today on "catch up". The feedback was great to hear, especially for the levels (I thought they were too easy!) Next I'll be focusing on getting the code stable on real hardware and getting rid of the crashes etc. Thanks again!
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