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waderain

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Posts posted by waderain


  1. I thought just reversing the Y calculation would work but it doesn't. Even though the playfield is flipped it seems the pfread doesn't flip. So if you have your Player0y at 80, to the Y pfread it thinks it at 2...I think., at least that's what it seems like it's doing.

     

    I'll keep playing with it but it's starting to make me pull my hair out.


  2. I've seen this question in past posts but there doesn't seem to be a resolution to the problem.

     

    The code I generally use doesn't work and I'm assuming because the playfield is flipped. This works pretty well for standard games but what would the Y calculation be for the multi sprite kernel?

     

    if !joy0right then left
    temp3 = (player0x - 14)/4 : temp4 = (player0y - 6)/8
    if pfread(temp3, temp4) then down
    temp3 = (player0x - 14)/4 : temp4 = (player0y - 1)/8
    if pfread(temp3, temp4) then down
    player0x = player0x + 1
    left
    if !joy0left then down
    temp3 = (player0x - 18)/4 : temp4 = (player0y - 6)/8
    if pfread(temp3, temp4) then down
    temp3 = (player0x - 18)/4 : temp4 = (player0y - 1)/8
    if pfread(temp3, temp4) then down
    player0x = player0x - 1
    down
    if !joy0down then up
    temp3 = (player0x - 17)/4 : temp4 = (player0y + 1)/8
    if pfread(temp3, temp4) then movedone
    temp3 = (player0x - 15)/4 : temp4 = (player0y + 1)/8
    if pfread(temp3, temp4) then movedone
    player0y = player0y + 1
    up
    if !joy0up then movedone
    temp3 = (player0x - 17)/4 : temp4 = (player0y - 7)/8
    if pfread(temp3, temp4) then movedone
    temp3 = (player0x - 15)/4 : temp4 = (player0y - 7)/8
    if pfread(temp3, temp4) then movedone
    player0y = player0y - 1
    movedone
    any ideas?

  3.  

    I'm not using sprites to create the gradient effect on the background, that's purely done via DPC+ and setting a fine resolution for the play-field - see here

     

    I use the sprites for scenery elements and gameplay elements, not the gradient background.

    Sorry, that's what I meant. It's very well done game and a good use of sprites. Must of took forever to get the timing just right. I'm kind of looking for some kind of background to make my games more interesting and I hate programming in Assembly. I'm wondering if there is a way to make the backgrounds in Assembly and import them in to bBasic.


  4. tyre trax uses the bB DPC+ kernel where Background and Playfield can go down to color changes every other line.

    I had to use a special bB 1.0 Kernel by batari for Flappy that allowed Background changes with a Playfield and Multi-Sprite - learn about that in my Flappy thread linked in my signature.

    what is the link? I couldn't find it in your profile. Maybe is there a way to do the cool background stuff in Assembly and import it in to bBasic? like the way you can do with minikernels.


  5. Does anyone know a way to achieve the cool sky backgrounds in batari Basic? like the sunset or mountain backgrounds in some Activision games, and are there any examples out there?

     

    I've been experimenting with ideas but the end up using a lot of resources and scanline problems.

     

     


  6. I've given up trying to make sounds that actually work. Either they don't trigger at the right time or they sound choppy.

     

    I've followed the random terrain examples and some others which work until I try to put them into my games. They also seem more complicated than they should

     

    Does anyone have simple advice to adding sound? like a good pew, pew when I hit the fire button to maybe explosions that actually work at the right time.

     

    I'm really at a dead end when it comes to sound.........and I have a degree in music (lol)

     

    aarrgg


  7. Flicker them. Your bigger issue may be finding enough variables to keep track of all the missiles you create and to implement reliable collisions. You should be able to get six missiles from the ball, missile0, and missile1.

     

    Use a byte as a counter and let it increment and roll over. The first bit will toggle on and off each frame. Use that to draw the missiles in different locations each frame.

     

    You will need to make considerations for this when you detect collisions, but it can be managed.

     

    if fooCounter{0} then misslex = foo : missiley = foo else misslex = bar : missley = bar

     

    What I'm wanting to have is 5 vertical lines spaced out to make 4 tracks along the left side of the screen. I'm planing on using the multi sprite kernel so I can have more than two sprites but I don't want the play field mirrored

     

    A missile looks great with a height of 80 or so, it's nice and thin looking. I've tried flickering them but it's really annoying.

     

    Just thought maybe someone had a good trick to achieve this


  8. On one of my vintage rigs, I can cash/lockup the emulator by changing some graphics options, in-program. But I'm not too concerned about it since it isn't my main emu rig.

     

    Perhaps you can use the command-line to use different graphics options or manually specify opengl, direct3d or software or something like that.

     

    What graphics chip do you have?

    Tried changing graphic settings, general computer settings and running it from a command line with no success.I tried it on another computer I have with XP, does the flicker then the same shut down but 3.9.3 works fine on both. Some small setting must of gotten changed between version 3.9 and version 4. It's working for what I need it to do but I wish I could change the screen stretch. It's like there should be a "choose to fit" option that needs to be turned off but I can't find it. There is a zoom option but it only makes it bigger.

     

    My laptop is running a relic Intel Core 2 Duo with a Nvidia GeForce Go 8600M GT, very old but still works great


  9. I decided to use one of my old XP gaming laptops to develop Atari games but I couldn't get any the newer versions of Stella to work on XP with service pak 3. When you launch Stella it flashes a few times then program shuts down. I kind of wonder if it has something to do with the render options? DirectX problem maybe.

     

    I went through all the versions and the last version that works is 3.9.3 but for some reason it stretches the game. 3.9.3 works fine for me but is there a way to get the screen to be normal and not stretched in 3.9.3?


  10. Cleaned up some more code tonight and got rid of the screen shake. Seems to run smoother now as well. reposted as version 4.2

    Hmmm, the whole game runs in one loop? Because the scanlines are over 262, mostly 272 and the screen jiggers. On the real hardware, that could even make the screen roll a bit. You should only call elements (like the playfield and the kind of sprites, even the actions) only as they are used, so they won't waste the poor circa 2100 cycles that is done by the CPU in one drawning.

    If there are really costful actions, like pfread or pfpixel, you can move them to vblank.

     

    I had 4 days only optimizing my current project and I had to remove the Waterdrop effect, because I got 266+ cycles as it appeared.

     

    To be fair, I was thinking of a port of this game as well, the labirynth and fight part won't be to hard to make, the real deal would be the text, that can be only done is assembly and it is really above my skill levels.

    • Like 1

  11. Very cool!! Thanks. I'll make sure you have a good cleaned up version to try out.

     

    let me know if you need anything else

     

    Thanks again,

    Justin Gibson

    Heya waderain! We'll be featuring your game on ZeroPage Homebrew Twitch livestream on the Wednesday August 22, 2018 episode!

     

    Looking forward to playing it on the show! :-)

    • Like 1

  12. the rotating bullet was actually a mistake but I liked it. If you play the game for awhile the phantoms move faster and if you get good at rotating the bullet it can make the game last longer. I still want to add sound to this someday, even if it something simple.

     

    I really love how the bullet rotates around you if you are turning constantly, it can protect you from monsters.

     

    • Like 1

  13. Fear of the Dark is a pretty cool game, I remember playing Plague as well. Not a bad platformer. Making games has always just been a hobby for me. I actually like working around the limitations of the 2600. I'll be working on Apshai more on Sunday, will have a new beta version on Monday.

     

    My first 2600 game is called Phantoms (or Flicker of light). Kind of the same concept of my Apshai game but your stuck in a dark room and Phantoms come at you but they turn on and off so you don't know where they come from sometimes. If you move they move faster and if you shoot to many times they reset there position. Kind of a cat and mouse game. I got the idea when I was standing in my laundry room and the light started to flicker on and off. My girlfriend said there is a ghost in there, so I made a game of it.

     

    you can get it here if you want to check it out

    http://bit.ly/Phantoms2600

    you don't have to sign up for dropbox and hit the download in the upper right corner.

     

    Time is always a problem. I'm working on Fear of the Dark since April I guess. :D Debugging is very boring and annoying, sometimes you make a mistake but you progressed so much you don't want to load the previous version of your code. :D I'm learning Python now and I really like that Thonny tells me which line has the error, Batari Basic is more mysterious in that way and of course, a program in BB is much longer than one in Python. :D

     

    By time, you learn a lot and you realise you never get crash with the assembler and you will find your own way to compress the code (I'm really good with music data for example). If I would look at my first game, Plague, I would cry on that coding. It was my first attempt and my first game since 2010, so, it really a garbage in many way. :D

     

    • Like 1

  14. Thanks for the feedback, I am in the process of cleaning up the code and have rewritten a good part of it. I wasn't really trying to make a port of Apshai, just wanted to capture elements of the original game and make a simple dungeon crawler style game on the 2600. All about getting the high score and seeing how far you can get.

     

    Writing this game was basically started because someone said I could make an Atari game and I like a challenge. I choose Batari Basic over assembly mainly because assembly is so boring to program in. The original Atari game programmers had a hell of lot more patience that I do.

     

    Time is my problem right now. I only have a few hours on the weekend to work on it. All the elements that I want from the game are done, just cleaning it up is what I'm working on now.

     

    Thanks again,


  15. Hello everyone, been working on a Apshai for the 2600 game for a few months now. Based off the classic Gateway to Apshai EPYX game. Except for bug fixes, this will be the last beta release, it's basically the game without the final level 40 boss fight. This is the endless dungeon version. Changed a bunch of stuff and fixed a bunch of bugs. Still have a few more bugs to iron out but it is playable. I do plan to release carts for the final version hopefully in the next few months. You can download it from the link or from the attached files. Remember to hit the download button in the top right corner from the link. Thanks for playing!!!!

     

    25akc4x.jpg4ka70o.jpg

    300a4ht.jpg vzhcll.jpg

    http://bit.ly/Apshai1

     

    August 18, 2018 edit: Cleaned up some more code and it's running a little smoother now.

    apshai manual.pdf

    ApshaiTEST_v4_2.bin

    • Like 4

  16. Hello everyone, been working on a Apshai for the 2600 game for a few months now. Based off the classic Gateway to Apshai EPYX game. This will be the last beta release, it's basically the game without the final level 40 boss fight. This is the endless dungeon version. Changed a bunch of stuff and fixed a bunch of bugs. Still have a few more bugs to iron out but it is playable. I do plan to release carts for the final version hopefully in the next few months. You can download it from the link or from the attached files. Remember to hit the download button in the top right corner from this link. Thanks for playing!!!!

     

    ApshaiTEST_v4.bin

    apshai manual.pdf

    • Like 1

  17. I know how to do a timer using the score but is there a good (easy) way to do a timer without the score? Basically I want the screen to change color every 30 seconds or so.

     

    It sounds like something that would be easy but I'm not getting it for some reason.

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