Heroes & Shadows
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Everything posted by Heroes & Shadows
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Ok I will try reducing the loop to 191, and set the playfield registers to 0 on overscan. thanks. Even if they already have a #'s in them? Heroes & Shadows https://heroesandshadowsgame.neocities.org
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Moved the code as suggested and still am having issues. The playfield should be brown at the very bottom and blue at the top. Instead, the playfield is split between the top and bottom of the screen. Also, the background color is not being set properly despite: BLUE equ #$80 lda BLUE ; color code for blue sta COLUBK ; set background color Any ideas? Source: https://www.dropbox.com/s/od8a0w4ezayx4zg/Source_11-9-18.zip?dl=0
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[WIP]Heroes & Shadows
Heroes & Shadows replied to Heroes & Shadows's topic in Atari 2600 Programming
News Currently, the game is in an indefinite hold. My VM that holds the source code to the game has crashed. I have tried contacting my cloud provider several times and haven't received a response from them at all. Until they fix myVM I can't access my source code and therefore continue development. To add salt to the wound I have a paying account with them. Changelog 11/15/18 Added Initial ROM 11/11/18 Screenshots and Controls 11/9/18 Changed status to WIP 11/3/18 Topic Started -
Update: Fixed the playfield color issue. Still having issues with the playfield coming up messed up as shown in the screenshot above. Tried align 256 to no avail.
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How to output data from the controller port
Heroes & Shadows replied to Heroes & Shadows's topic in Atari 2600 Programming
I was thinking of hooking up 2 Atari 2600 via the controller ports. A diagram to follow: -
I am trying to create a very simple playfield, however, for some reason, the playfield seems to come out incorrectly. First off the playfield color is wrong but, that's a fix for later. The issue is the playfield seems to be rotated, like the TV fell on its side Here is what I mean: Here's the latest version of my source code: https://www.dropbox.com/s/ko4gksqoplxl6ir/has_10-5-18.zip?dl=0 Also here's a link to the binary: https://www.dropbox.com/s/auqkkwoecu6bvn9/has.bin?dl=0
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Also I know the Atariage Store has it listed for $45, but how much will it be in total shipped within the USA?
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Heroes & Shadows Website: https://heroesandshadowsgame.neocities.org Screenshot Story An alien Xolan has crash landed on your planet to warn you of the Mavok an evil race of creatures that want to enslave all. The creature isn't strong enough to fight them and needs your help. Help him become the strongest creature in the universe! Objectives To grow your pet to become the strongest. Controls Left Joystick Up/Down: Select Command Fire: Use the selected icon Right Joystick Atarivox for saving progress and voice speech (Optional) Builds Latest https://www.dropbox.com/s/auqkkwoecu6bvn9/has.bin?dl=1
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How can you send data out of the controller port, specifically the 2nd controller port. If I remember correctly Androman on the Moon would send commands to the Androman robot via the controller port which is why the game crashes everytime you lose a life. This means it's definitely possible, the question is how to go about it.
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You can write the game in Batari Basic, which has almost no learning curve and takes very little time to produce a basic game. I don't remember if bB works on Mac though so can someone else please chime in. There are plenty of bBer's to help you along. For an idea of a cyborg game, I always wanted to see this on an Atari 2600.
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What happened? Why this and the game not getting any more updates all of a sudden?
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Keypad Overlay Template
Heroes & Shadows replied to Heroes & Shadows's topic in Atari 2600 Programming
Thanks, I'll let you know how it goes. I plan on using "command inputs" for controlling the main character, which is why I'm using the keypad. *hint*Think R.O.B the Robot*hint* -
Using Different Graphic Based on Direction
Heroes & Shadows posted a topic in Atari 2600 Programming
I have the following setup: ; player graphic PlayerGraphic PlayerDirectionUpGraphic .byte #%00111100 .byte #%01111110 .byte #%11000001 .byte #%10111111 .byte #%11111111 .byte #%11101011 .byte #%01111110 .byte #%00111100 PlayerDirectionDownGraphic .byte #%00111100 .byte #%01111110 .byte #%11000001 .byte #%10111111 .byte #%11111111 .byte #%11101011 .byte #%01111110 .byte #%00111100 PlayerDirectionLeftGraphic .byte #%00111100 .byte #%01111110 .byte #%11000001 .byte #%10111111 .byte #%11111111 And a ram variable: PlayerDirection .ds 1 With equates as follows: DIRECTION_UP equ 1 DIRECTION_DOWN equ 2 DIRECTION_LEFT equ 3 DIRECTION_RIGHT equ 4 What is the best way to handle changing the sprite being displayed based on the "direction" the player is facing? Sent from my LG-M150 using Tapatalk -
Using Different Graphic Based on Direction
Heroes & Shadows posted a topic in Atari 2600 Programming
NOTE BY OP: Oops sorry Tapatalk messed up, with the error "Failed to communicate with the server. If the issue persists please contact the admin." and then proceeded to double post my message. Please see http://atariage.com/forums/topic/284223-using-different-graphic-based-on-direction/ for the actual message. MOD: Please remove this message, it was posted in error. Sent from my LG-M150 using Tapatalk -
How many AtariVox+'s are going to be available?
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Knight Guy in Low Res World - platformer for atari 2600
Heroes & Shadows replied to vhzc's topic in Atari 2600 Programming
Any plans to upgrade it to a 32k game, with more screens? It wouldn't cost anything to add another 16k of rom if your planning on selling it https://atariage.com/store/index.php?l=product_detail&p=949. Quote: -
Keypad Overlay Template
Heroes & Shadows replied to Heroes & Shadows's topic in Atari 2600 Programming
Not trying to be mean or ungrateful to Shawn's contribution but, does anyone have a blank keypad overlay that's blank and easy to modify for my own game? This is what the layout is looking like right now: |------------|------------|------------| | | /\ | | | | | | | | |------------|------------|------------| | |---- | | ----| | | | | |---> | | <---| | |------------|------------|------------| | | | | | | | | \/ | | |------------|------------|------------| | | (^) | | Clear |-| ---> | | - | | |------------|------------|------------| I tried to modify the Holey Moley overlay but my artistic skills are really bad. I used Microsoft Paint and the fill tool to change entire colors to no avail. I got were three to four pixels to change per attempt due to the different shades of the color in the area I want to change. -
Keypad Overlay Template
Heroes & Shadows replied to Heroes & Shadows's topic in Atari 2600 Programming
Thanks, but i was hoping for a blank one i could use to "scribble" some basic arrows on top. I'll use the one you posted anyways. -
Does anyone have or is able to make a quick overlay template for the keypad controllers? I am currently in the process of creating a game that will use that type of controller and would like to have a quick, dirty visual aid.
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Knight Guy in Low Res World - platformer for atari 2600
Heroes & Shadows replied to vhzc's topic in Atari 2600 Programming
And this is what it looks like in assembly language: PFData0 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000PFData1 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 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#%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000PFData2 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte 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.byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000 .byte #%10000000Am i missing something? Sorry if i'm derailing the topic, i can move it to it's own topic if you like. -
Knight Guy in Low Res World - platformer for atari 2600
Heroes & Shadows replied to vhzc's topic in Atari 2600 Programming
Can anyone please translate this to the assembly language equalivent pretty please? My understanding is there are {scanline} .byte statements for each of the playfield registers per {side}, per {room}. Also do you plan on doing a full release with box, manual, cart? Sent from my Z798BL using Tapatalk -
Knight Guy in Low Res World - platformer for atari 2600
Heroes & Shadows replied to vhzc's topic in Atari 2600 Programming
How did you manage to squeeze so many rooms in 16k including code and graphics? From what i can tell your using Asymmetrical playfields, which use 1k of data each(192[number of scanlines is playfield height]*3[pf0,pf1,pf2]*2[left side, right side]). Doing the math, your a genius at making all those room fit in such a tight space! Sent from my Z798BL using Tapatalk -
Thanks for the handy link, I was looking at the one here: https://atariage.com/2600/programming/2600_101/06happy.html which is very different than the one you linked to. That's actually very good to know. As I said I 'm very new to this so I'm starting very slow, and working my way up. This is actually my third "step", the second was just getting a basic skeleton working and the first setting up a working development toolchain. Is there a tutorial for the Stella debugger that i can use to learn how to use it better maybe on Youtube?
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Hi, I am having an issue with getting a simple display going. What's supposed to happen is a brown smiley face is supposed to appear.on the screen. Instead, all I get is a black screen with nothing being shown. I tried using the debugger, but couldn't figure out what was going on as it kept getting stuck on the line checking to see if the players y position is equal to the current scanline until the overscan period. Source Code: https://www.dropbox.com/s/4vb0fdklz2oz2qb/source.asm?dl=0
