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atari2600land

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Posts posted by atari2600land


  1. Here it is again:

    beginning
     set smartbranching on
     
     x = 20 : y = 70 : b = 10
    
     score = 0 : scorecolor = 196
    
     player0:
     %111111
     %111111
     %001100
     %001100
     %111111
     %111111
     %001100
     %001100
    end
     player1:
     %001100
     %001100
     %111111
     %111111
     %001100
     %001100
     %111111
     %111111
    end
    
    
    mainloop
    
     COLUPF = 0 : COLUBK = 202 : COLUP0 = 86 : COLUP1 = 150
     
     a = rand
    if a > 85 || a = 85 then a = 20
    if a > 170 || a = 170 then a = 30
    if a > 171 || a = 255 then a = 40
    
     player0x = x : player0y = y : player1x = a : player1y = b
    
     if joy0left then x = x - 1
    if x<20 then x=20
    if x>40 then x=40
     if joy0right then x = x + 1
    if x<20 then x=20
    if x>40 then x=40
    
     b = b + 2
     if b = 111 then b = 0
    
     if player1y = 70 then score = score + 1
     if collision(player0, player1) then score = 0 : goto death
    
     drawscreen
    
     goto mainloop
    
    death
     drawscreen
     AUDV0 = 12 : AUDC0 = 15 : AUDF0 = 6
    death2
     if !switchreset then goto death
    


  2. All I have to do is figure out how to make a the same number until it gets to the point of colliding with x or not. Can someone show me what the code is and where to put it? Here's the code. BTW, everything is indented properly in the program. I put the - to mean a space because I don't know how to copy code from 2600ide to here.

    ==========

    beginning

    -set smartbranching on

     

    -x = 20 : y = 70 : b = 10

     

    -score = 0 : scorecolor = 196

     

    -player0:

    -%111111

    -%111111

    -%001100

    -%001100

    -%111111

    -%111111

    -%001100

    -%001100

    end

    -player1:

    -%001100

    -%001100

    -%111111

    -%111111

    -%001100

    -%001100

    -%111111

    -%111111

    end

     

     

    mainloop

     

    -COLUPF = 0 : COLUBK = 0 : COLUP0 = 128 : COLUP1 = 64

     

    -a = rand

    --if a > 85 || a = 85 then a = 20

    --if a > 170 || a = 170 then a = 30

    --if a > 171 || a = 255 then a = 40

     

    -player0x = x : player0y = y : player1x = a : player1y = b

     

    -if joy0left then x = x - 1

    --if x<20 then x=20

    --if x>40 then x=40

    -if joy0right then x = x + 1

    --if x<20 then x=20

    --if x>40 then x=40

     

    -b = b + 1

    -if b = 111 then b = 0

     

    -if player1y = 70 then score = score + 1

    -if collision(player0, player1) then score = 0 : goto death

     

    -drawscreen

     

    -goto mainloop

     

    death

    -drawscreen

    -AUDV0 = 12 : AUDC0 = 15 : AUDF0 = 6

    death2

    -if !switchreset then goto death

    ================


  3. Before the replies, I worked a little bit more on the game. Here's the code I revised:

    ----

    1 rem : "I Like Bacon" programmed by Chris Read...

    2 set smartbranching on

    4 score = 0 : c = 4

    5 x = 160 : y = 50

    7 scorecolor = 30

    9 AUDC0 = 0

    14 COLUPF = 136

    20 goto 40

    35 score = score + 1

    36 x = 160

    40 COLUP0 = 38 : player0x = x : player0y = y

    if c=0 then goto 500

    50 COLUBK = 200

    60 player0:

    %10001

    %01010

    %00100

    %11111

    %00100

    %01110

    %01010

    %01110

    end

    110 w = 140

    111 v = v + 9

    114 if switchreset then goto 1

    116 if w < 10 then goto 110

    121 e=e+1

    122 if e=1 then w=110

    123 if e=2 then w=80

    124 if e=3 then w=50 : e=0

    125 player1x = w

    126 player1y = v

    127 COLUP1 = 70

    140 player1:

    %00100

    %01110

    %11111

    %11111

    %11111

    %11111

    %11111

    end

    188 drawscreen

    189 AUDV0 = 0

    190 if joy0left then x = x - 1

    if x<40 then x=160

    if x=40 then AUDV0 = 24 : AUDC0 = 12 : AUDF0 = 3 : goto 35

    200 if collision(player0,player1) then c=c-1 : AUDV0 = 24: AUDF0 = 7 : AUDC0 = 1 : x = 160 : y = 50 : goto 40

    220 goto 40

    500 v = 12 : w = 100 : AUDV0 = 12 : AUDC0 = 8 : AUDF0 = 14

    502 drawscreen

    505 COLUBK = 212

    510 if !switchreset then goto 500

    ----

    In paccityremix.bas, when I compiled and ran it, the hit detection seemed a little off. It looks like player0 (me) took a free hit before player1 (enemy) hit it.

    Anyway, I was able to input the new colors and new enemy sprite into paccityremix.bas, but was unable to figure out where to put the second example, or the sounds. Here's the sfxs I wanted (but you probably knew them if you read this code:..)

    Game Over: AUDV0 = 12 AUDC0 = 8 AUDF0 = 14

    Getting Hit: AUDC0 = 1 AUDF0 = 7

    Making it across: making it across : AUDC0 = 12 : AUDF0 = 3

    I changed the volume for the getting hit and making it across noises cuz i couldn't hear them. If they aren't a constant never-ending stop, I'd like them to be 12 also.

     

    Here's what I updated from paccityremix.bas

    ----

    rem PLAYER/ENEMY SPRITES

    player0:

    %10001

    %01010

    %00100

    %11111

    %00100

    %01110

    %01010

    %01110

    end

    player1:

    %00100

    %01110

    %11111

    %11111

    %11111

    %11111

    %0011100

    end

    rem - changed player1 sprite

     

    rem SET PLAYFIELD COLOR

    COLUPF = 136

    rem SET PLAYER/ENEMY/BACKGROUND COLORS

    COLUP0 = 38 : COLUP1 = 33 : COLUBK = 200

    ----

    I also changed the scorecolor and i wrote new death code (lines 500 and after on the old updated code) and i tried incorporating that into paccityremix.bas, but i was unsuccessful. All I need to do to finish this is put in the new death sequence, the new sprites with moving patterns seperate than the first (farthest right) one, & the sounds (and make the hit detection better if possible.) If it's not too much trouble, could someone do this for me, because as I said, I'm a newbie. If you don't want to, I'll understand and keep plugging away at this.


  4. Thanx you guys. A code list would be wonderful for newbies who learn quickly like me. You tell me when it's done, OK? I'll try to be more specific with my questions. I think I'll have a couple more as I'm finishing this game up.


  5. Line 110 sets w to 140

    Line 112 subtracts one making w 139

     

    If this serves a point in your mind, you aren't understanding the language at all. If you just read the help.html file that comes with bB, you'll get somewhere a lot faster.

     

    I thought I could do it by myself cuz I made some programs with a TI84+, that and I made some programs with Q-Basic, but I guess I really need to delve into how to program with Basic. Problem is, I'm more of an example-viewing learner than a read-a-bunch-of-words learner, so that's why I posted some code from another game in here and tweaked it to fit my own. And I read most of the help.html file, which is how I got colors, player0 and player1 sprites on the screen in the first place, the sounds, and a bunch of other stuff in there. The lives thing I learned from the TI-84+ programming I've done. I thought that TI-84+ Basic would be just about the same as Atari Basic, but I guess I was wrong.


  6. For starters, people will appreciate it if you keep all your questions in one post, especially if they are similar/the same question, and you are asking them all at more or less the same time.

     

    As for the questions, all I can do is post and describe some examples, but if you start posting code with your questions I can insert them right into your source with comments.

     

    You weren't descriptive at all with your questions either, which is probably why nobody has responded. Are your enemies/obstacles supposed to chase the player, stay on the same vertical line, move randomly, change direction when they hit the edge of the screen or wrap around, etc. If you ask just "How do I move my enemies?" The answer you'll get is:

    x=x+1

     

    I CAN answer the multiple enemies question though, with code:

     

    mainloop - the title of your main loop

     

    PLAYER0X = X : PLAYER0Y = Y - the x/y coordinates of the player

    PLAYER1X = A : PLAYER1Y = B - the x/y coordinates of the enemies

    e = e + 1 - a counter - it adds 1 to e each game loop

    if e = 1 then a = 20 - if e is 1, the enemy is shown at vert line 20

    if e = 2 then a = 40 - if e is 2, the enemy is shown at vert line 40

    if e = 3 then a = 60 : e = 0 - reset the counter after last enemy is shown at vl60

    (everything else)

    goto mainloop

     

     

    You now have multiple enemies "flickered" across the screen. To give them each their own vertical movement, each must have their own variable for the y axis (up and down), so the code would change to something like:

     

    b = 30 : c = 40 : d = 50 - y coordinates of each enemy

    mainloop - the title of your main loop

    PLAYER0X = X : PLAYER0Y = Y - the x/y coordinates of the player

    PLAYER1X = A : - the x coordinates of the enemy sprite

    e = e + 1 - a counter - it adds 1 to e each game loop

    if e = 1 then a = 20 : PLAYER1Y = B - if e is 1, the enemy is shown at vert line 20 and the enemy is shown at hline 30

    if e = 2 then a = 40 : PLAYER1Y = C - if e is 2, the enemy is shown at vert line 40, hline 40

    if e = 3 then a = 60 : PLAYER1Y = D : e = 0 - reset the counter after last enemy is shown at vl60, hl 50

    b = b - 1 : c = c + 1 : d = d + 1 - moves enemy one up 1pixel each loop, enemy 2 & 3 down one each loop.

    (everything else)

    goto mainloop

    Why I started another post is because I solved the first problem, and needed a second one solved. As for the enemies, I wanted them to be just like the first one. I thought the .bas file would explain what I wanted them to do. And second of all, I'm a newbie in the Atari 2600 BASIC programming, and especially to this forum, and I don't know how to delete a post, and I checked the FAQ and everything. Here's the code, anyway:

    c - counter for lives, x - player0x position, y - player0y position, w - player1x position, v - player 1y position.

    -

    1 rem : "I Like Bacon" programmed by Chris Read...

    2 set smartbranching on

    4 score = 0 : c = 4

    5 x = 160 : y = 50

    7 scorecolor = 68

    9 AUDC0 = 0

    14 COLUPF = 136

    20 goto 40

    35 score = score + 1

    36 x = 160

    40 COLUP0 = 38 : player0x = x : player0y = y

    if c=0 then goto 500

    50 COLUBK = 186

    60 player0:

    %10001

    %01010

    %00100

    %11111

    %00100

    %01110

    %01010

    %01110

    end

    110 w = 140

    111 v = v + 9

    112 w = w - 1

    114 if switchreset then goto 1

    116 if w < 10 then goto 110

    118 player1x = w

    120 player1y = v

    140 player1:

    %1010101

    %1111111

    %1111111

    %1111111

    %1101011

    %0111110

    %0011100

    end

    188 drawscreen

    189 AUDV0 = 0

    190 if joy0left then x = x - 1

    if x<100 then x=160

    if x=100 then AUDV0 = 24 : AUDC0 = 12 : AUDF0 = 3 : goto 35

    200 if collision(player0,player1) then c=c-1 : AUDV0 = 24: AUDF0 = 7 : AUDC0 = 1 : x = 160 : y = 50 : goto 40

    220 goto 40

    500 v = 12 : w = 100 : AUDV0 = 12 : AUDC0 = 8 : AUDF0 = 14

    502 drawscreen

    505 COLUBK = 212

    510 if !switchreset then goto 500

    -

    Could you please but example #2 into the code I just posted?

     

    As for the enemy sprites moving, I meant really move them. I finally did it by copying some code from another basic game into lines 110-120.


  7. I figured out how to get a sprite moving, but how do I make more of them to avoid while going from right to left? I'd like 2 or 3 more. Flickering would be ok, but I'd really want them to go different speeds if possible. It's OK if they're the same enemy sprite, but can they be different, if possible? Also, how do I get a sound to play when the 4 lives are up?

    paccity5.bin


  8. Well, all you really have to do is enable the manual scan link cuz there's a scan of it if you click on the picture on the right. I mean, how am I supposed to know that's not the box or something? I've never seen a 2600 box. And it would be nice for newbies, too.


  9. I just tried it via emulator. I definetly dont think it sucks, but there are plenty of impassible spots. Once you get stuck behind a tall wall (the first one is right after the double house) you can't jump high enough to get over it. I'm hoping that maybe is a bug in the rom I'm using (which is the one attached in this thread) and its been fixed. But, it does ruin the fun of the game real fast. I played it for like 10 minutes then gave up.

    Still, neat graphics and sound though.

    That's exactly where I got stuck!


  10. Cuz it sounds terribly expensive even for a game that rare.

     

    You call yourself atari2600land and you think 50 bucks is a lot for a rare game? :rolling:

     

    You would most likely have a heart attack, if you saw what some collectors (including myself) pay for rare carts. :ponder: :skull:

     

    * checks mental sanity *

     

    Yep, still f*cked. :!:

    I'm not really an expert, ya know. I've only been doing this for about a year now.


  11. Well, I'm sorry, but I didn't really like it all that much. I think it's kinda hard. Maybe it'd be better if the screen wasn't forced scrolled, or slow it down a whole bunch, or make different settings for people like me who kinda suck at video games. I hate those types of levels in Mario games.


  12. It would be great if the Sears Superman picture label could be added to the AtariAge database as well. :ponder:

     

    I think Al is busy. I sent him a ton of scans for the box of Smurf's Saves the Day/Kid Vid like a year ago and he never put it on. They weren't fitting, so he was going to piece together. I tried uploading one photo. Think it was too big. hehe

    Phil

    Send them to me! Then I could have a section called Stuff Atari Age doesn't have!

     

    If you're serious, PM me your email. Files are huge. I think like 1MB each. hehe

     

    Phil

    Is Kid Vid a 2600 game? Cuz it'd be pretty weird not to have AtariAge not have anything about it.

    It's on none of the 5 systems' rarity list on AtariAge.


  13. It would be great if the Sears Superman picture label could be added to the AtariAge database as well. :ponder:

     

    I think Al is busy. I sent him a ton of scans for the box of Smurf's Saves the Day/Kid Vid like a year ago and he never put it on. They weren't fitting, so he was going to piece together. I tried uploading one photo. Think it was too big. hehe

    Phil

    Send them to me! Then I could have a section called Stuff Atari Age doesn't have!

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