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Everything posted by Fort Apocalypse
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* remove home base color cycling. * slowed down game in second level. * added new part of game to shoot down ufo from home base. * added varied ufo traffic. ufotraffic1.7.bas ufotraffic1.7.bas.bin
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I can't speak for what sells or wouldn't in the AA store. You might want to contact someone from AA and see what they think. (Or maybe they can reply to this thread.)
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Don't know about the 1st question. Never seen that, although TIA registers can flip right half of screen, I've never seen them flip the left. In my experience, this often can be attributed to either not doing "pop" for as many times as you need to before a goto and after one or more gosub (in which you would usually do a return). Should do an AUDV0 = 0 : AUDV1 = 1 at any point where you are getting leftover noise. The sound will continue to play until you set volume to 0 by doing that.
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Fixed collision bug. Now have to complete (level + 1) screens before level ends. Added landing screen. ufotraffic1.5.bas ufotraffic1.5.bas.asm.txt ufotraffic1.5.bas.bin
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Check out this version, and let me know if you'd still like to see an energy field. I think that is a neat idea if you can tell me what it should look like or let me know if you just like the big ufo. Added life counter etc., sound effects... ufotraffic1.0.bas ufotraffic1.0.bas.asm.txt ufotraffic1.0.bas.bin
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Thanks! Yep. I was hoping I could get it somehow to where the big ufo flickering wasn't so bad. I think that using the playfield may be the best option.
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Just starting out... needs a lot of work. Can't figure out how to get big ufo (home) to not flicker. ufotraffic0.3.bas ufotraffic0.3.bas.bin
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Seemed to fix it by changing: groundcol = level * 34 to groundcol = level + 14 and it turns out that I hadn't put a dim in for level, but that has nothing to do with it (it still has bug if you dim level without changing multiply). Turns out that I forgot to do this since 34 is not divisible by 2: include div_mul.asm but that doesn't fix it either.
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bB compiler is reporting its own bug: Warning - there seems to be a problem. Your code may not run properly. If you are seeing this message, please report it - it could be a bug. ... (infinite loop - had to kill process) If you are seeing this message, please report it - it could be a buDASM V2.20.07, Macro Assembler (C)1988-2003 --> cycle74_HMCLR f084 --> WaitForVblankEnd f096 > Terminated with exit code 0. Attached is code. Using latest version of bB last mentioned in this thread. ufotraffic0.3.bas ufotraffic0.3.bas.asm.txt ufotraffic0.3.bas.bin
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I checked it out. Unfortunately there is a lot of flicker when they are all on the same horizontal. Still fun!
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Lots of sprites - but why is one row missing?
Fort Apocalypse replied to Fort Apocalypse's topic in batari Basic
Thanks, Michael! Man I really screwed up by forgetting about the player1 sprite in multikernel needing the underscores and thanks for the spacing treatment too! Awesome! -
Trying for 10 rows of sprites, but there are only 7. I would think one row may be out of bounds, but the row missing in the middle looks suspicious. ufotraffic0.1.bas ufotraffic0.1.bas.bin ufotraffic0.1.bas.asm.txt
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suggestion: 2 and 4 Player scores in next version of bB?
Fort Apocalypse replied to Fort Apocalypse's topic in batari Basic
Note: I posted to the other playerscores minikernel thread, but I'm having trouble with 8kSC support (I think) with the minikernel CurtisP wrote, even though it is totally awesome for 4k regular and multisprite kernel. See that thread for details. -
High score (so far) is 78. Good game! It might be good to introduce an enemy monkey or bird or something (bird could fly between vines?) and the concept of completing a level after a certain number of bananas.
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I totally agree on Armor Ambush. I sweated that one out when I was a kid- definitely a good competition. I would add Decathlon (for the physical challenge). And it would be cool to award extra points for those able to reproduce bugs like this one. And add Combat (tanks). And time trial of finishing Adventure.
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A ton of batari Basic games written by students!
Fort Apocalypse replied to Fort Apocalypse's topic in batari Basic
For those that missed it (it was posted in a different forum) there were more bB games by students added to the page above in January! Wow! -
What is the latest on Atari-related plug-n-plays and console projects? I hear that Curt Vendel might be working on something on his own (which sounds awesome). Also, there is the chance (maybe, maybe not) that there is another FB coming out. Has anyone heard anything about those or any other Atari-related plug-n-plays, etc. in development? Even Atari 2600/5200/7800/400/800,etc. emulation stuff would be cool to hear about. Whatever is in the works. I'm trying to figure out if the Wii will be the next purchase, or an old 2600, or something else. Sorry if this topic is too broad. TIA!
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Atari Wiki open to the public: volunteers needed
Fort Apocalypse replied to timofonic's topic in Dedicated Systems
Tim, That would be cool. Albert of Atariage is also working on a MediaWiki instance that will have really great integration with the forums. From what he said, I think it has a lot of promise. The more out there the better! Gary -
Curtis, Thank you so much for writing this minikernel. I'm hoping that this (or something similar) gets included in a future version of bB so people won't have to download it to use it, but I understand that some things may need to get worked out first. But I have been having one issue I can't figure out. It compiles but I get: 2600 Basic compilation complete. DASM V2.20.07, Macro Assembler (C)1988-2003 bytes of ROM space left in bank 1 bytes of ROM space left in bank 2 Possible duplicate label: L067 d181 > Terminated with exit code 0. Specifically it is freaking out at: STA player0scorecolor STA player1scorecolor .L067; COLUP0 = gameovercolb : COLUP1 = gameovercolb And I think it is the STA player1scorecolor It seems like maybe it could be an incompatibility between 8ksc (superchip) and the player scores minikernel. Please see attached for the issue I'm having. Thanks for any help you can provide! titan_diamonds_2.0.bas titan_diamonds_2.0.bas.asm.txt titan_diamonds_2.0.bas.bin
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Brainstorming: Fort Apocalypse 2600
Fort Apocalypse replied to Cybergoth's topic in Homebrew Discussion
BTW- this interview with Steve Hales has some stuff about F.A.: http://www.dadgum.com/halcyon/BOOK/HALES.HTM For example, did you know that it was influenced by the movie Blue Thunder and that he started writing it before Choplifter came out? (Great minds think alike!) -
Brainstorming: Fort Apocalypse 2600
Fort Apocalypse replied to Cybergoth's topic in Homebrew Discussion
F.A. for the 2600 would be TOTALLY AWESOME!!!!! I have thought about it as well, but it would be beyond what I could do in batari Basic and it look decent. Things I would not include as they might require too much processing/memory: * Scrolling * Flashing dots within the blocks you shoot Things that are musts: * Having to refuel * Having to pick up people * Having to avoid lasers or "moving blocks" Things that are likely musts: * Radar (if you scroll without it, you might run into the enemy helicopter or the flying mines) * Having to shoot your way through stuff I suck at asm, but I could give you a hand with the player sprites if you want. Let me know. -
Thanks! Yeah, they each need some work. Titan Diamonds may be the least rough of them (but I'm not totally happy with it, especially the self-destruct stuff). I tried out Medieval Mayhem. It was awesome! Great job!
