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Posts posted by Trip2018

  1. Welcome! If you haven't already, please read the rules before posting. It is prefered if you post an art piece or ref sheet of your fursona. You can rp with others here as long as it stays to a simple meetings, greetings, or welcomes! Anything beyond that and you will be asked to start a new topic.

  2. Rules:

       - All chat/rp content must be safe for work.


       - Try to keep swearing to a minimum.


       - Be respectful.


       - No politics, arguing, or hate. (Take ur beef elsewhere)


       - Constructive criticism is allowed.


       - Nothing is stopping normies from entering, try to be as welcoming as possible!


    And most importantly:

       - Have Fun!!!


    • Like 1

  3. I've been thinking about using a bit to make your increments 2 pixels instead of 4 when you start moving as a momentum buildup, and then when you move twice under that you go back to a full 4, keeping your increments even. It shouldn't throw off my platform checks and it won't do a screen scroll, which by in of itself eats a lot of cycle time.

    So like how super Mario bros. does it with sub-pixels? I was thinking of that too but I figured frame buffer method would be more efficient.

  4. Yes, the movement speed is difficult to try and tack down, because I changed the method from Princess Rescue, to be more efficient on how it checks screen memory for platforms to save on CPU cycles, but it also assumes that you move 4 pixels at a time, which is the length of each playfield block. Since the playfield scrolls at 4 pixels per scroll (and there is no way around it), I thought it'd make sense to match that rate, but it also makes the movements pretty touchy. I added a stop when you land from a certain height or change direction to try and help out, but it only lasts a frame or two. Maybe I need to make it last longer.

    You could probably use a frame buffer bit on player movement to fix it. You'd likely gain a lot of extra cpu cycles, which is always a win in my opinion.

  5. Really nice! It has wonderful animations, good platforming segments, nice character design that isn't to unfamiliar to what you would normally see out of the 2600 games, a nice controller scheme, and a sort of a megaman feel. The only criticism I have is that movement is way to fast. Even then, it didn't take that much away from the experience. 4 stars! Keep it up man!

  6. The main issue I've had is using too much CPU time with the pfread command to check for projectile <-> player collisions. At times I've gone over cycle with just 4 pfread commands in one game loop.


    Probably can mitigate this by checking only every other frame or more.

    Agreed. I had the same problem with my 3d tennis game.

  7. 1: It seems like the problem is that u used too many cycles not sure how to fix this but the way I fixed it was to alternate instructions into separate frames.


    2: I'm not quite sure on this one. I do know it's possible as they can be called to the score and output corrupted graphics.


    Ideally something that uses one hardware channel for one tone. The DATA statement could just hold the frequency of a single note. Bonus points if the music engine is smart enough to pick the closest tone that 2600 can actually generate :)


    It's accually based of randomterains bB music engine.

    • Like 1


    Sounds good for a title screen. I'm not sure if it will butt heads with space needed for playfield data and sprites. bB programmers will have to find out :)


    A single channel low CPU usage version would be amazing for in-game background music.


    You mean almost like how the multisprite kernel does it (using one channel to simulate two)? If that's the case it'll probably cost 8 (9 on sdata) variables.



    Can you post any music binary using your 4 channel technique?

    Will it play 4 sounds at the same time, or is the 2 extra channels for doing percussion and effects fitting in between notes?


    Yeah I'm going to try to get a demo rom out soon. It will play 4 notes (sort of) at the same time (Two sounds every other frame). There is a catch though, it take about 14 to 18 variables (18 only if used with sdata).


    A tool for bB would have to output bB source code.

    Music routines work in regular and DPC+ bB without changes.


    bB is a framework to convert your Basic into assembly and then compiles it with DASM into a Atari 2600 binary.

    It can create 4K on up.

    Just compiling your music player would be creating a stripped down assembly binary.


    The IDE “Visual bB” (made with vb.net) is not batari Basic. It calls the bB routines.

    It has a Music and Sound maker that you can just listen (temp files get deleted) or create .bas 4K that you can use or edit.

    The output is this:



    Your tool would be your own player (and even include .asm if your player is only written in assembly) but still needs to be text source that bB can convert and compile.


    I know, I took care of that a while ago and have two methods of export: 1, File, export as bB. 2, play audio (exports a temporary file which can be compiled and auto run in an emulator of choice).

  12. I am no expert with how bB compiles basic into assembly, but looking in its files there are 11 kernels. I dont know if it chooses one out of the functions used, or if it uses more than one of those 11.


    bB is nothing but programs that turn your plain basic text file source code into assembly.


    The Visual bB editor is Windows .net only and has stand alone programs that help you create sprites or titlescreens or playfields or music and sound. Those tools put their code into your plain text source code.

    The music and sound part of Visual bB write an entire program with your data, one for the standard bB and a different one for bB DPC+.


    jEdit is a Java editor that can color bB code like Visual bB does.

    It doesnt have any additions like sprite creation.


    Not sure what you are asking for.

    As far as stripped down, I know if your program doesnt use scrolling and you know what that looks like in assembly, you can free around 200 bytes in the first bank.

    I mean I'm making a bB tool in vb.net and was thinking of having a stripped down version of bB built in for those who just want the tracker but don't want to have to install bB. Just curious due to the fact that I can't find license.txt.

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