lerugray
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Posts posted by lerugray
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On 2/21/2021 at 3:35 PM, DEBRO said:
Hi there,
If the true intent is to control the player movement then you should move this code into the joystick routine where you are moving the player. In its current position you are controlling when to poll for the joystick input instead.
Doesn't it get caught in an endless loop though given it jumps right back to the Joystick routine? Thanks for your help
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5 minutes ago, Thomas Jentzsch said:
bcc .skipMove jsr MoveJoystick .skipMove
This is the correct code in question again. Hope it helps.
This worked! Dont know what I was thinking, thanks!
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2 minutes ago, Thomas Jentzsch said:
You are branching to "MoveSpeed", but you should branch after "jsr MoveJoystick"
Thank you for your patience with me, I think I'm still getting confused though as to what you mean. where should I be branching to after jsr MoveJoystick if not MoveSpeed to use it as a counter?
MoveSpeed lda MoveSum clc adc #128 sta MoveSum jsr MoveJoystick bcc MoveSpeed
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On 2/18/2021 at 8:55 AM, Thomas Jentzsch said:
Sure.
lda moveSum clc adc #SPEED ; e.g. 128 for 50% or 192 for 75% speed sta moveSum bcc .skipMove jsr MoveJoystick .skipMove
Not sure if I am doing this incorrectly but I can't seem to get it to work on my end
MoveSpeed lda MoveSum clc adc #128 sta MoveSum bcc MoveSpeed jsr MoveJoystick
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How would you convert art made in aesprite for the 2600?
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Hi, I've noticed I will get an error in this program whenever I try to build a filled rectangle and accidentally drag the mouse a little past the window itself.
Also, as a bonus question, could anyone explain an efficient way to load the ASM generated from this into a ROM? I figure you have to iterate through it somehow.
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10 minutes ago, Thomas Jentzsch said:
There are at least two methods:
- In case you have a frame counter, execute MoveJoystick only every 2nd frame.
- Use fractional numbers. For that you need a sum variable and a constant added to it each frame. Only call MoveJoystick when the sum variable wraps around.
The latter is more flexible as you can fine tune the speed very gradually.
Thank you Thomas!
I think I can visualize your first example, but would you mind providing a short example of your second please?
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Hello all, I'm currently teaching myself how to program the 2600 using the 8bit workshop tutorials. Currently, I am wondering how to slow down player movement. Here is the code I am currently using for player movement.
; Read joystick movement and apply to object 0 MoveJoystick ; Move vertically ; (up and down are actually reversed since ypos starts at bottom) ldx YPos lda #%00100000 ;Up? bit SWCHA bne SkipMoveUp cpx #2 bcc SkipMoveUp dex SkipMoveUp lda #%00010000 ;Down? bit SWCHA bne SkipMoveDown cpx #183 bcs SkipMoveDown inx SkipMoveDown stx YPos ; Move horizontally ldx XPos lda #%01000000 ;Left? bit SWCHA bne SkipMoveLeft cpx #16 bcc SkipMoveLeft dex SkipMoveLeft lda #%10000000 ;Right? bit SWCHA bne SkipMoveRight cpx #153 bcs SkipMoveRight inx SkipMoveRight stx XPos rts
Normally, I am used to coding for the NES and I would be able to just DEX and NOP until the player slowed down, wondering what I would do here in this instance. Thank you!
And here is a link to my current test project, took me all day yesterday how to figure out the 'ground' bit of playfield 2600 Test
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11 minutes ago, adamantyr said:
He's referring an early work of mine, converting Eastern Front 1941 from the Atari 8-bit line to the TI.
I was able to do so because I had a source code listing for the game in 6502 assembly. I got a good clip of the way through it but stalled when even translated the AI routine didn't make a lot of sense.
I'm not sure I will pick it back up again or not; translating someone else's code was not so much fun.
Ah I see, that indeed sounds like a nightmare with assembly!
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10 hours ago, dhe said:
My 10+ year wait is over!!!
Adam, feel free to take a week off, then is Eastern Front moved to the front burner!
You're also working on a wargame Adam? Would love to hear more about it, I do board wargames as my dayjob and just released a series on barbarossa, so im happy to help with research or whatever else.
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Just now, adamantyr said:
I apologize for the fact I keep releasing new builds! I really don't want to disrupt people's fun.
Nothing to apologize for at all, I appreciate the fact that you are attentive and releasing them! It's a wonderful game, so I don't mind playing more of it again, I still have apparently barely scratched the surface
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1 minute ago, adamantyr said:
Ugh... well the SAV file contains your characters and their stuff and what quest items and stuff they have done. The SG# files are the map mob files so NPC states as well as monsters are in those. If you somehow overwrote them it unfortunately lost your game.
Oh well! I'll have to be more careful next time, not the worst thing as I could try a different companion combo this time now that I know where more of them are.
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I'm fairly sure I didn't touch the sav file so maybe I must have overwrote it or something, I just tried moving my old SAV file to the new folder and its gone there and on my original installation too.
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Just now, adamantyr said:
What did you change when you updated?
I'm fairly sure I only change what was mentioned in the version notes, unless I either misread or mis-clicked something, which is definitely possible at 3AM in the morning
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Just a heads up, also sent an email about this but figured other players might want to know, just tried updating to .17 but lost my game in the process, not sure if maybe I did something wrong so be careful! Save a backup before you do.
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3 minutes ago, adamantyr said:Spoiler
Ah okay cool, I did clear the dungeon as well and found a nice book, just wanted to make sure, thanks!
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Quest related question, I'm assuming I maybe missed
Spoilersomething underneath the priory? Cleared out the dungeon exploring the whole thing I think, but when I check back at the town they still state that they are getting trouble from the bandits underneath the priory, was there something else that I was supposed to do there that I missed?
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1 minute ago, adamantyr said:
Thank you so much! I appreciate this, yeah I have less than 30 GP right now lol
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So I think I may have gotten myself stuck on Osthaven given I don't have enough money to get back and im generally not strong enough to kill enemy mobs here, wondering if there is a hint im missing to recruit the warlock easily? otherwise I think I may have to restart unfortunately lol
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2 hours ago, adamantyr said:
Those should be fine to use it. Are you trying to use it in the inventory menu? You have to use it in travel mode.
thats what it is then, thank you!
also one more thing, I apologize for all the questions! I've noticed this playthrough that my bard is constantly losing fatigue during combat if he moves or fires a ranged weapon, is this also intentional? This is not the case for the rogue in the party who has full fatigue regardless of his actions
As you can see in the picture, this bard started with full fatigue in combat, he hasn't used a single spell, but just by moving around and shooting a bow he is now out of fatigue while the rogue remains at full, if this is intentional I'm curious as to the mechanics, thanks!
EDIT: Just saw in the manual that characters take fatigue damage when using more APs than they have left (clever!) so I assume that must be it.
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4 minutes ago, adamantyr said:
There's only a few places they can't be used. One is the iron mines in the deeper level because you can accidentally leave your boat behind and never be able to return.
Is one of those places including the moors where the hound hangs out? Also wondering about the plague town. I'll try it again later tonight once i finish dealing with bank stuff
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So another question in game, where can one use a homing stone? Everywhere I've tried so far it says not usable here. Otherwise, I ended up restarting the game with just a rogue with the new update, so far have a bard in the party, thinking a warlock would be a good spellcaster then.
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10 minutes ago, adamantyr said:
There are eight potential companions, covering all classes except the Hero.
Then a Rogue it is! Thank you guys. A couple of us on the Nox Discord have been playing through it and I got at least one person to buy the boxed edition the other day
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I kind of like the idea of doing a single Rogue to start, though I think I only know where the Bard is. Out of curiosity, how many possible companions are there? if there is the option to have a non-wiz companion I think I may start over again with just a rogue
Struggling with playfield design
in Atari 2600 Programming
Posted
Hello all,
I have a simple idea for a roguelike type game that I am trying to implement. I've been doing okay with various tutorials up until it comes to drawing playfields, I pretty much can't figure out how to do this correctly for the life of me. Basically just want to have a square room with 4 doors/openings on each side.
I am mostly programming in 6502 so any resources or tutorials you guys can point me to is appreciated.