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About method72

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    Space Invader
  1. I know I can use REFP0 to flip my player facing left/right But what about facing up and down? Think of it like the sword in adventure sure ----> and <---- are easy enough to flip left and right.. But what about making the sword face Up or Down? I am working, and not in front of my development PC at the moment, so can't test this.. but have a curious theory and figured i would ask, before I have a chance to experiment later this evening. Could I create 4 labels, then check the direction of the joystick for player0, and based on the direction being pressed, gosub to that label to set the current player0 graphic, and f the joystick direction changes, then gosub to the applicable label to set the new graphic to represent the image for the new position of the player? Perhaps only 3 graphics are needed since the left/right can use the same one, and apply reflection I assume I can also add an additional check, for no input, and just pick whatever one I choose as default, to make sure there is always a valid graphic. I am just not sure if bB allows you to re-define p0... honestly never tried, as so far all my programs used a static player sprite... but am looking to expand that behavior now, as well as add player animations as a next step.
  2. Doh! as a long time C/C++ programmer... i just looked right over that '#' lol thanks!
  3. not sure what this mean.. #include "vcs.h" #include "macro.h" are at the top of the file...
  4. Very odd... in one File.. the same command exist.. and are not underlined... but in both cases Dasm is the language listed in the bottom right corner. Not a real big deal.. just curious about this behavior. I'm currently spending more time in VisualbB than ADS, but this issue just seemed odd to me. and in the other file, they are underlined...
  5. That's pretty nice for less that 2 weeks works I like the graphics and sound. The gameplay kind of reminds me a little of missile command... but flipped it on its side. It's pretty amazing what this system is capable of. I do agree, a game over screen, might be a good addition if you can fit it in. I personally have moderate hobby/indie level experience programming casual games, in Flash, C#, Python and a little C++, and trying to learn Assembly now. But I think I may shift to bB as a starting point for Atari games. I am learning that having experience in other languages doesn't really help a whole lot when it comes to learning assembly. Sure I am comfortable with hex/binary, and basic bit shifting, along with the general concepts of loops, variables, sub-routines, etc. But the 2600 is SO MUCH different, then every other game engine, or language I ever touched. Using bitmap sprites, and X/Y screen cords, as well as some sort of screen buffering/page flipping etc, is just common place in all modern game engines/frameworks. So even for someone with some programming experience, ASM programming, and working with the TIA registers, and counting processor cycles and scanlines. is a new thing to me. Then having to fit all that into 4K ROM... you have to love have the challenge, this puzzle presents to you as a developer. Over all, great job, I think utilizing Bb as a starting point, and adding some inline assembly where you can, is the a great approach, and most likely how I am going to approach it as well. Good luck, on finalizing this game off, and all your future games.
  6. So I am just starting out and doing some basic stuff in assembly. I am using Atari Dev Studio, and so far so good. But I am seeing a weird behavior where Correct commands show up with the red squiggle line underneath.. even though they are correct commands, and compile properly... for some reason ADS is unhappy? Anyone else seen this? Why would it complain about the include statements and CLEAN_START?
  7. Thanks... that's was a really old, simple game I created in Flash, back when that was a thing, and I was learning it. But I really never got into browser games... made a half dozen or so, sold some, had some others on a few portals. Made a few cents a day on each game with Ads, but it was more a learning process. ultimately I realized, I liked the flash dev platform, but didn't care for the limitations, Flash/Action script/Browsers imposed. Around that same time I started experimenting with XNA, and began learning C#, and quickly realized I like that a lot more... although I never did get a game published on the Xbox platform. Decided to put the cart (cartridge) before the hours on this project, (sorry for the bad pun) Designed a 2mm acrylic laser cut enclosure, with 3D printed internals to support the internals for my own cartridge. To save materials, it's quite a bit smaller than a normal 2600 cart, but it works/fits fine on my Vader and Jr, I don't have a 7800, but I assume it would fit just as well into that console as well. Don't mind the tape, lack of screws etc, this is only a mockup cur from clear plexi, so I can see everything inside, while fine tuning the design. I am just waiting on my blank PCBs to get delivered from the overseas fabricator, to do the final fittings. I decided to go with the 8-bit classics 4k board, since the gerber files are CC and can be used for personal/commercial use. For some odd reason, I just felt like I had to make my own enclosure for this project. I was going to design my own PCB as well, but then came across the 8-bit classics, so that saved me a bunch of time. I guess I need to start focusing on the Code now. But to be honest, my coding skills are superior to my CAD/PCB design/and 3D modeling skills used for the enclosure, so now that this part is just about done, its time to start working on the software side of things.
  8. With ROM size, being so limited on atari games, I am wondering. How efficient is bB compared to .asm when it comes to building a binary? If you were to build the same game in bB and .asm does the basic version utilize a lot more rom space, since it's a higher level language? Or does the compiler really do a good job, and end up generating about the same raw size as if it were an .asm source file game?
  9. Thanks for all the great info and getting me going! Spent the past week or so setting everything up, getting hardware I needed ordered, connected, and development environment in place. I have my 2600 Vader, Reton77, Harmony Cart and Uno Cart and 2600-daptor in hand now all setup, tested and working. Got Stella installed, and using Visual Studio Code, with the Atari development extension up and working. Got my copy of the Stella Programmers guide and the 2600 Programming for Newbies book, and I'm off and running! I haven't done much, and It's not much to look at so far, but I got something compiled, and working, just a basic screen full of color (image attached) I already have a simple game in mind, based off of an OLD flash game I made many years ago. (video attached) It's a simple 1 screen, one button type of game, and thought it would make for a good first attempt at a 2600 title. I realize the graphics won't look as nice, but the concept of a bouncing ball, that rolls across the screen when you press the button, in an effort to try and pick up points from a ever changing array of value targets. But don't miss and his the barriers or you lose one of your precious lives! pop_score_flash_game.mp4
  10. Wow thanks for the great write up Keatah. I will admit, I do eventually want to work on a NES homebrew, but decided to tinker in the Atari 2600 space first. Mostly just because I physically own a Vader unit and some carts already, but do not have an NES. I feel that the NES is more complex anyways, dealing with actual sprites, pallets, mappers, more complex sounds, interrupts etc. I figure getting my feet wet in learning assembly is going to be something I need to do either way. So I might as well begin, where it really all began. with the 2600. I do realize for many folks, home video games began on the NES. But I think everyone in this community knows, and respects the truth of how wonderful the 2600 was and still is! I really have a soft spot in my heart for Adventure... as that game amazed me for hundreds of hours as a child. Specifically level 3, where the items were randomly placed, making each play through different and exciting every time. I would love to build something like that, or at least have a thorough understanding of the source code for that classic game. Perhaps that's too ambitious, and If I can create a basic breakout clone, or shooter game, I will at least feel like I accomplished something. I just started reading the Andrew Davie, Atari 2600 Programming for Newbies book, now, (on section 2, but did already read the 57 page Stella Programmers Guide) Not sure how far these two documents can take me in my 2600 development journey.... but so far these seem to be the best/most recent and available documentation for someone new to this hobby. I do own a Flashback (not sure what revision it is, it's tossed in a box) as well as a Retron77. I am sorta on the fence when it comes to the Retron77, not really sure it was a good investment... and more of an impulse buy. I ordered a Harmony and an Uno cart, so I can experiment with both. I am all-in on wanting to dig deep into this homebrew space, I am sure with some time and practice I will get over my fear of coding with Assembly.
  11. Awesome, took your advice and just picked up a 2600 Jr fairly cheap on ebay, now just need to hunt down a good deal on a 7800 and I think I will be in good shape. I am pretty familiar with modern hobby level electronics, programed some Arduino stuff, and basic PIC projects, and designed some 2 layer PCB's myself and had them fabricated. I get the basics of micro-controllers, but delving into the micro-processor, is a new leap I am taking, in an effort to try and make my own 2600 homebrews. I have some general level C#, Python and a little C++ experience, so I get all the logic around programming, although Assembly scares me a little bit, it's gonna take a while to get comfortable with it. So what is the big challenge, why no one has built a modern day 2600 clone out of hardware? Is it because the cost of a Raspberry Pi and emulation is dirt cheap? And a full hardware solution just isn't worth the effort, since there is still a large amount of legacy hardware on the market, and reasonably priced? It's weird because if you look at the 8bit NES community, it's thriving with new hardware, like the Everdrive N8pro (FPGA designed), which came out like only 2 years ago. And the new AVS console by RetoUSB, taking preorders, and scheduled to ship this summer, as a full NES hardware remake.
  12. So I dusted off the old Vader unit, and got it working (had to order a new joystick, lost mine somewhere) Popped in a few carts, and it's a fully functional unit still. But I am sure it is going to die someday... (perhaps soon) Are there any other options? I know the Retron77 has been talked about.. but from what I read, that will not work with harmony/unocart and homebrews. I know the NES has the modern AVS from RetroUSB, a full hardware remake. Is there any Atari 2600 box like that? Or do I have to just look on Ebay/Craigslist for another 40 year old unit?
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