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Muddyfunster

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Posts posted by Muddyfunster


  1. 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!


  2. 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.

    • Like 1

  3. 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 !

    • Like 1

  4. 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?


  5. 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
    
    
    
    

  6. 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.


  7. Guys I just received the retron 77 a 2nd time this one worked after a little trial but the outcome has mixed results. I think I really need to upgrade the firmware. Out of 33 cartridges 10 worked, 6 did not work, 17 game showed on screen but the controls did not work. Bad very bad. All of them were cleaned before trying them out. What you guys think?

    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


  8. 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.

    • Like 1

  9. 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.
    • Like 2

  10.  

     

    Donkey Kong Arcade is tagged as bB. Sheep It Up is bB as well, at least per the 2018 Atari Awards Nominations list.

     

    That said, he should check out your Tyre Trax and Dare Devil games.

     

    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 :)


  11. Hi Muddyfunster, I love this game! The graphics are beautiful to look at, and the game is so much fun. I think that the quality is better than most of the original releases for the 2600 that I actually bought back in the day, and if this were available as a cartridge back then I would have certainly bought it and played the heck out of it.

     

    Can I request that you to add one element to this game? Can you please add dirigibles as one of the obstacles/enemies? You can give them their own unique behavior / movement pattern as you deem fit, I just want to see them in the game because I dig airships / blimps and think that they are cool. Thanks very much for making this super-fun game and for listening to my ramblings. :dunce:

     

    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. :thumbsup:

     

    I'll be putting up a new build on Sunday, hopefully with some dirigible fun.

    • Like 1

  12. I finally got a chance to play this after so long. The graphics are amazing and I loved the screen where you sink to the bottom of the lake. I wasn't expecting that. I only played through emulation but look forward to playing on an actual system one day.

     

    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.

    • Like 5

  13. 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!


  14. Finally got to play this one. Very nice! I even landed once :) Keep working on this one, I thought it was very fun. I missed it on last nights video ( I was late). You have to give me a clue on your collision detection on NUSIZ sprites... please :)

     

    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.


  15. We'll be featuring Dare Devil on the ZeroPage Homebrew stream this Wednesday on Twitch at 11AM PT/2PM ET 6PM PT/9PM ET (UPDATED TIME)! Hope everyone can tune in to watch us play!

     

    Twitch Stream: https://www.twitch.tv/zeropagehomebrew/

     

    Games on Wednesday:

    Dare Devil (2019 WIP) by Muddyfunster

    Chaotic Grill (2018 WIP Update) by splendidnut

    Shark Jaws + (2019 WIP) by winkdot

    Snow Flakes 2018 (2019) by Lolkiu64

    Tumble Temple (2019 WIP) by bluswimmer

     

    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!

    • Like 1
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