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flame

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Everything posted by flame

  1. I hope you don't mind me linking it here but I released an alpha version https://aeriform.itch.io/legacy-of-the-beast
  2. Thank you, yeah 6502 Assembly. I started learning it a couple of months ago and muddling through with what I've been able to figure out ! I am aware that there is a Basic option but it didn't feel right to me to go that way. Almost have a complete game now, but couldn't find the capabilities to do platforming or bosses so have had to make some sacrifices.
  3. Well I'm just doing what I can, but happy I was in some way inspiring. I am quite impressed at the capabilities of the Intellivsion, especially in the right hands.
  4. whoa this is wild ! would you mind if I added this to the site I am working on ? It is a site dedicated to all versions of Shadow of the Beast https://beast-41f50f.webflow.io also I am working on a 2600 conversions so I am very happy to see more Beasts in the world ! https://aeriform.itch.io/legacy-of-the-beast
  5. Hae everyone I know that when it comes to branch instructions we have equal/not and greater/less than equivalents but is there such a way of determining one value or another (that is not already binary), or between 2 values such as a min/max ? Are there any other such comparison tricks ?
  6. Apparently its one of these https://www.8bits4ever.net/product-page/atari-2600-sd-cartridge?fbclid=IwAR2IME2QSYBC3_so2Lj9fRMaJBIsFgriedKt9sN-63xQef3dmK7vVtFqN08
  7. hæ everyone, for the last couple of months I have been working on an unofficial demake of the Amiga classic Shadow of the Beast. Written entirely in 6502 Assembly it is a conversion intended to be as faithful to the original as possible. I hope you like it ! https://aeriform.itch.io/legacy-of-the-beast The current version has the completed forest starting area and I am now working on adding content for other areas. I have not had been able to test on physical hardware at this time so I am interested to know how well it runs. I was inspired to start this because of my love of the original, Atari and discovering the unfinished version for the Atari 8bit. Standard 4K, NTSC I'd like to thank those who gave me their time and patience on this forum when I had problems I didn't know how to solve.
  8. That's what I was afraid of, I have no way of testing this currently !
  9. In my current game project, I am hitting 262, but somewhere it jumps up to 263. How "bad" is this. I see no visual difference but I haven't been able to test on actual hardware yet. I wonder what the margin of safety is, or if it matters much ?
  10. My sprites are typically 2x, but I have some that are 4x—which are going to be the most problematic ! it occurred to me that I could use bit-shifting to mask, perhaps there is something there but perhaps there is not enough time ?
  11. ahh haha okei. Now I see. So it seems I either introduce black strips on each side or skip GRPx as I have been.
  12. Are you saying this game is using the black strip to hide the sprite wrapping (in addition to the comb effect ?)
  13. Hæ everyone, I am trying to figure out how to have objects show/hide as if they are coming on or going off the screen. Currently I check if the Player1 position (based on SpiceWare's advice) and skip GRP1 if it out of bounds to prevent wrapping. But of course this makes the entire sprite disappear and I wonder if there is a way of more elegantly hiding the pixels. Someone pointed me to the disassembly of Barnstorming that seems to be an example of what I am trying to accomplish and trying to wrap my head around it but I wonder if someone has an example implementation of this that is easier to understand what is going ?
  14. Okay, I'll give this a shot. It wasn't working well for me before but it's entirely possible I'm doing it wrong. One issue I come up against each time is purely having instructions in the wrong place and getting unexpected results. Darrell, I very much appreciate the time and patience you put into your responses. It means a lot !
  15. Hey everyone I am wondering if it is possible to get the current HPos of a player to use as a variable. Stella is able to tell me what the HPos of a player is, but I see no way of 'asking' for it in code. The problem is that I am using HMP and HMOVE to position a sprite, but because that wraps around I want it to disappear 'off screen'. I assume I would check the position against #16 and #153 or so and skip, but I need to know where that sprite is. Does this make sense ?
  16. hey everyone reading various documentation and examples I am starting to see an inconsistent requirement in things such as the under scan which sometimes asks for 36 or 37, where the overscan is 29 or 30 so my question is, does it matter so long as the total is 262 stable ?
  17. I got it, thank you. That made sense ! I moved the score to use GRP0 and it works perfectly now. I do plan to have a second sprite up next to the score for the current item, so I could use GRP1 for that but the problem then is to stop it from moving. Or if I can somehow change GRP0. GRP0 is not quite in the middle of the screen too. It's less evident when facing right.
  18. OH I think I see what's happening you're storing the facing in a variable and the sun checks against it whether to flip the correct way ?
  19. I really appreciate you taking the time. This is my logic currently in VBLANK for controlling the player character, and here I am setting REFP0 so I presume because of where this logic is, every instance of GRP0 is affected, and I can't fix the score because that is drawn before the player sprite. LT: lda #$FF sta REFP0 jsr ScrollRT jsr Move dec steps jsr WorldLT jmp NI RT: lda #$0 sta REFP0 jsr ScrollLT jsr Move inc steps jsr WorldRT jmp NI
  20. I definitely need the score at the top, but the problem is that REFP0 is acting as an override so its obvious I need to split up the logic between the score and the main view but I can't see—on a code level—how that is achieved.
  21. Do you have an example of how this is achieved in code, how one kernel has isolated instructions (for example unique REFP0) from another ?
  22. Thank you for replying this. Forgive me if this is a silly question but how are kernels differentiated ? Is it merely when any instructions that directly affect the TIA are called ?
  23. Hey, sorry I believe I was a bit unclear. GRP0 is the player sprite and stays in the middle but uses REFP0 to change direction GRP1 is for any items/enemies in the world and move independently Perhaps I can use GRP0 for the score, but I need to prevent it being flipped by REFP0 and keep it top left, is that possible ?
  24. hey everyone I am trying to use GRP as the score in my game. For the main game GRP0 is in the middle, does not move but uses REFP0 to change direction GRP1 is animated to move across the screen and may also need to use REF — right now this is the current setup and the score moves with the sprite So, is it possible to have a score stuck in one position but then animated later ? Does this make sense ? *I know I am able to use PF1 for this, but I prefer the look of GRP. For PF1 I need to find out how I can only show the first half of the PF.
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