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OldAtAtari

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About OldAtAtari

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    Moonsweeper

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    Oak Ridge, NC

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  1. Very funny! Here's your surfing map. Blue water on the left, white water on the right!
  2. The obstacles leading up to the finish line are different, so I would say that it's not the same map.
  3. Very good idea! It would be a very long poster!
  4. Very funny. I do wonder about the footbag, though. I wonder what happens if you forget about the bag and just walking left or right. I wonder if it ever stops you or gives you new scenery.
  5. Thank you! I didn't know there was anything in the surfing course other than a wave on the right and endless flat ocean on the left.
  6. I haven't seen it, but I don't have that game. I'm sure it's terrific!
  7. Awesome! I was hoping it would end up on your site! It's funny to see it broken up like that. Good idea, though. I like it! And yes, the editing you talked about would be a ton of work! Maybe one day someone will clean it up.
  8. Thanks! Just the act of screenshotting it all and stitching it together to make this image taught me a lot about the track. I doubt I'll ever memorize it, but I know it better now than I did before!
  9. Here's the full-size version: 20,700 x 5,000 pixels.
  10. I saw where someone several years ago (2012 maybe?) said it would be cool to have a map of the BMX track. I thought so too. So I made one. I think it's pretty accurate. It's a big image. Feel free to download it, edit it, share it, distribute it, or disregard it completely. I hope it's useful!
  11. Oh! Perfect. Right, that makes sense. The __fastcall__ line is already defined in stdlib.h, and because of that, I can simply use srand() and rand() in my code, as long as I've included stdlib.h at the top of my file. Karri, thank you for correcting me on this. It's a basic piece of understanding that I was missing completely. I really appreciate your help with this.
  12. I found what works for me, regarding srand (). I figured out that the following line has no effect in my code, with seed being a variable representing any number I assign it: void __fastcall__ srand (unsigned seed); The following, more standard C style srand() command works great: srand (seed); I don't know how well it will play on the actual Lynx hardware, but in Handy, srand (seed) works fine. I'm still curious what I'm doing wrong with the __fastcall__ line, but for now, I'm going to stick with srand ().
  13. Karri, that's a nice explanation of srand. Thanks for that. This is the first explanation of it that made sense to me. I still think I'm using it wrong. It never changes the start of my sequence no matter what I set it to. Sounds like it's not really necessary for the game I'm working on now, but I would still like to figure out what I'm doing wrong. Maybe I'll figure it out today. Thanks again.
  14. Thank you, Karri. I really appreciate your thoughts on this. I like the idea of using the player's movements to generate the illusion of randomness. By calling rand() on every movement, you are advancing the sequence one by one. Such that when you need a pseudo random number, you have it based on the number of movements up to that point, which is different in every play session. Is that right? I really like that plan. But my implementation of srand() still doesn't do anything. Would you mind letting me know if I've gotten things mixed up in the code?
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