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Posts posted by KevKelley
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On 5/11/2021 at 6:39 AM, Thomas Jentzsch said:It would be nice if you report any issues you have with Stella. Else we cannot fix them.
How does one do that? It was something I had not thought of, as I thought at the time it was a known issue.
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On 5/9/2021 at 11:34 AM, TXmarsh said:I haven't looked at your code but I recall as similar issue when I was working on my game 'Heist'. When running in stella and using the keyboard as joystick inputs, it wouldn't fire in that one combination either. If I plugged a usb joystick into my computer and used that... it worked. I believe it has something to do with the way the keyboard buffer works on some computers.
I had this same issue in my game Cone Ball. I had created two players that can move around and fire. Player0 would experience the same problem, but only in Stella. I tried on hardware and in other emulators, like Z26, and it operated as normal.
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So if I Google Ab Builder I should find it no problem? 🙃
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19 minutes ago, Karl G said:Maybe your font doesn't have the zeros following the 9 graphic like the others do? It shouldn't take any extra space if you are just matching what's in the other fonts.
I just checked and I do not have any zeros following the 9 graphic. Thanks!
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8 minutes ago, Gemintronic said:If there's no graphic specified for hex value A wouldn't it point to invalid data on a real cartridge?
@KevKelly: did you try adding the extra A-F values as documented in the links and you ran out of space?
Not bugging or anything. Just curious about these things
I didn't try to add them because I assumed I wouldn't have enough space to execute it. I only have 6 bytes free in the last bank and thought it would be too much so I was looking at other things that I could do in the other banks first. I also was unsure if it would interfere with my score keeping so until I had a chance to mess with I was looking into it some more (I haven't had much opportunity for any serious time on my game).
I noticed when I did $AA with my own font it came out with solid blocks and line (which was kind of what I was working with earlier. When I tried a different font it worked!
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I will definitely try. And as a side note I feel like this could open up some opportunities in the future, as I had seen some requests in the past for 2 2-digit scores. Looks like you found a really simple solution.
Thank you!
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I guess I was just trying to use the first 2 and last 2 numbers of the score for a mini-game. So in the minigame I was trying to make the 2 middle numbers either blank, a solid color, or as I had it now, I set _sc2 to something like 240 so it is a glitchy blob that kind of keeps the 2 scores separate for now. And part of me liked how it looked but I was trying to give a more symmetrical appearance.
I saw the hex score to get another digit, and I suppose I could try that but I think my graphic bank has something like 4 bytes left (if memory serves me correctly). I did wonder how that works. Does that interfere with the score when adding? Or does it just make a couple more sprites available for use? I might be able to free up a few more bytes if I play around a bit.
I guess I was looking for different solutions for a minor issue before I proceed.
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After looking this up further, it seems I asked a similar question about swapping sprites. The answer was that it was possible but would come at a cost. But I do still wonder about the heights thing...
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So after some looking, I don't think I can add ny extra sprites or move enough code around, as my last bank is full.
Ideally I would love to either make a block or leave it blank. I didn't know if there was something like player0height for the score sprites.
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Check out this link.
It looks funky because it would require the little equation to make it progress up or down normally.
As for above the score, I suppose you would have to write your own kernel or you could use the playfield above it and try to work it out there but that would still leave the space beside the score.
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If you use the standard kernel, there is also the option of using pfheights. Like in Crossdock I wanted square shaped playfield pixels on the bottom of the screen and I needed one skinny one near the top. Since the middle was black, I used a really long pixel in the middle.
Otherwise I would go the DPC+ route, but depending on your skill there is a curve.
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23 minutes ago, Karl G said:Most impressive! Now all that's needed is some code to use the light gun as a QR code reader.
(I kid... I kid...)
I like this line of thinking. This makes me think of science fiction or military development, where years later we peons get to experience the grandeur of such technology in the form of games. Lol
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1 hour ago, bluswimmer said:Some puzzles, maybe? Granted I don't imagine it would get much more complicated than inputting a code you get from scanning.
Given score submissions, I do have to wonder how you'd get around people scanning someone else's code. It looks like Circus Convoy is using the cartridge id as a way to verify this, but that's not a luxury most of us have access to.
Edit, just hit me that this could potentially used to hide information from another player in multiplayer games. Could open up some interesting avenues for design, I suppose.
I welcome any development for the Atari. I just wonder how this can be used in gaming. The Audacity application is very interesting but I was curious what else. It's like watching Demo videos and wondering how the hardware pushing demos could be used for games (or the new MovieCart).
I was wondering if QR Codes could somehow create weird hybrid games, kind of like the old Odyssey2 board game games. Or be used as a kind of off system addition, like if the game generates a code that can later be recalled.
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I just read this in a southern accent. Lol
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Apart from how Audacity Games utilized the codes, what kind of applications can these be used for? I had not realized how involved they are. I just assumed they were like a complex barcode.
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What if you brand things as "Tari" so when people refer to a particular application they will say it is "A Tari program" lol
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Isn't Dishaster carnival- or circus-like?
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So I decided to combine the results of the Splash-O-Matic with that of the Riff Machine. It took a little playing around with to get right but after some trial and error I got it to work.
Basically I just inserted the "gosub drawlogo" inbetween "GotMusic1" and "goto MainLoop" and bam! Music AND a titlescreen.
GotMusic1 gosub drawlogo goto MainLoopAwesome! Now I really should be working on the main part of the game but this was too much fun to play around with.
Here is the result:
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Thanks! I will have to try this. Hopefully I don't have any issues trying to implement this.
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I had seen in a different post where there is a way to call on the score sprite and use it for something else.
I was wondering if there was a way to somehow swap out a score sprite and use something else in a part of code.
So let's say you wanted to swap out the Number 6 sprite temporarily with something like a dash. Is there a way to do this?
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I completely misread your comment. I was just looking at the page on my phone but it kept cutting off that half of the page and wouldn't let me resize or rotate the page to read it! I don't know what I was thinking!
So... Ignore me! Your program is awesome!
It still doesn't change what else I said - that it is fun to use.
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I think the way it is designed, an editor like the splash-o-matic editor would work well as a playfield exporter too. I find in VbB the playfield editor for DPC+ games can be hard to work with because, at least on my computer, I have to scroll up and down to edit the entire playfield instead of it being present on on screen.
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I'm still learning with bB so I understand sometimes something that may be obvious is not immediately so with folks like me. I do find your program easier to grasp. I'll have to dig through the code it generates to see how exactly it works and how I can take what your program makes and integrate it.
The image import function. Is definitely fun. I found the best images I made i would try to edit the image into few colors as possible and then tweak it in browser. For the image I used I hadn't even considered colorizing it. My original titlescreen kernel image I was making was a simple black and white image so I tried to remake it here and loved clicking on the lines. I kind of wish there was a playfield editor like this, as sometimes the one in VbB can be cumbersome with DPC+ screens.
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First off, I want to say how much I love this. I finally got a chance to play around with this and had a lot of fun doodling, importing pictures, and editing.
I did have a problem and was not sure if I was doing something correctly or not. When I export the .bas and assembly files and run them with no editing, it does not seem to work. Gmthe screen would be black and running at around 300 cycles until I got a button to get to the Hello World playfield. I am assuming I probably missed a step somewhere. I tried fiddling with the code but was at a loss (but I had a couple crazy kids running around so my focus probably was not 100%!)
Also, thought I'd share the image I had created for my game I was working on. Despite not getting it to work, it was extremely enjoyable just as a fun little image editor.
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A silly little project
in Atari 2600 Programming
Posted
Really cool. Interesting to read about the different processes you took.