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lerugray

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Posts posted by lerugray

  1. 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.

  2. 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

  3. 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

     

  4. 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

     

    Adversary(1).a

  5. 10 minutes ago, Thomas Jentzsch said:

    There are at least two methods:

    1. In case you have a frame counter, execute MoveJoystick only every 2nd frame.
    2. 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?

  6. 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

  7. 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!

  8. 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.

  9. 3 minutes ago, adamantyr said:
      Hide contents

    The ruined priory has bandits, but in the catacombs underneath you can find a secret entrance to a dungeon. I don't think there's any trigger change for defeating the bandits, they're just a nuisance to clear out.

     

    Spoiler

    Ah okay cool, I did clear the dungeon as well and found a nice book, just wanted to make sure, thanks!

     

  10. 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.

     

    image.thumb.png.368078af6c4e678c7b6c349f50bb3227.png

  11. 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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