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atari2600land

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Posts posted by atari2600land


  1. New version.

    I had an idea: If I set the CutMark variable to change the same time as the PlayerY variable, I could then not have any issues with the cutting. This meant having a set of valid values that CutMark could be, regardless of where PlayerY was on the screen. It took a lot of fine-tuning, but I think I got it:

            sec
            lda #255
            sbc PlayerY
            lsr
            adc #41
            sta NoseHairCutMark   
    
    

    I don't know why I had to add 41, though. Let me know if any bugs pop up or if I didn't solve the problem. A few sound-related bugs popped up, but I think I got them all.

    nosehair46.zip


  2. Basically, what I need to do is get the number on the left column to get to the number on the right column (and the number on the right column to be the number on the left).

    174 80
    173 81
    172 82
    171 83
    170 84
    169 85
    168 86
    167 87
    166 88
    165 89
    164 90
    163 91
    162 92
    161 93
    160 94
    159 95
    158 96
    157 97
    156 98
    155 99
    154 100
    153 101
    152 102
    151 103
    150 104
    149 105
    148 106
    147 107
    146 108
    145 109
    144 110
    143 111
    142 112
    141 113
    140 114
    139 115
    138 116
    137 117
    136 118
    135 119
    134 120
    133 121
    132 122
    131 123
    130 124
    129 125
    128 126
    127 127
    
    

    All I can tell from this is that if you add all the rows, they all equal 254.


  3. In Odyssey 2 and Channel F assembly, there is a function which inverts the number, so like if it was, say, 167 and you call the function, the number would change to 88. I was just wondering if there is a way to do this in Atari 2600 assembly and if so, how?


  4. I think I figured out the problem. What I need is a uniform NoseHairCutMark value (way to get a value that works) to compare to the NoseHairLength value. But this might be hard since the NoseHairLength value increases and the NoseHairCutMark decreases as it's drawing the screen going down. I went and cleaned up the code a little. If you compile this as is it will not work correctly, because it needs a NoseHairCutMark value to cut the hair.

    nosehair45.asm


  5. I like to play Sierra Sports: Maximum Pool. Even alone. It lets you control two players with one controller, and there's even a nine-ball mode (sink 9 balls in numerical order.) I second Looney Tunes, but with the cheat 'cheesfish' which unlocks everything (also 'succotash' is a good cheat which removes the stupid "gags" which are actually weapons)

    • Like 2

  6. I go down to the bottom and I touch the demon and I keep cutting and every cut doesn't make the hair increase, so I have no idea what is going on. Nevertheless, I tried to fix the problem even though it is like shooting fish in a barrel blindfolded with a wolverine gnawing at my leg. So I put the code in as well in case this doesn't fix it.

    nosehair2021_01_29_v2.zip


  7. I did it. I got the color change in as well as the music.

    I also fixed a bug. As a result, you can only cut with the scissors if the scissors are touching the hair. Otherwise, if you press fire and aren't touching the hair, nothing happens. The bug was you could repeatedly press fire and move down and the nosehair would grow as fast as you were moving down.

    nosehair41.bin

    • Like 1

  8. I have an idea for a game that involves the gun. I have the gun, I have a CRT TV, I have an Atari 2600. I want to make a game for the Atari 2600 using the gun. My question is: Have any of the coding gurus out there ever find out a way to detect hits with it? I'm looking for some sample code to start from. I searched this forum and all I got was this topic about how they don't work with LCDs. Any help would be greatly appreciated.


  9. This happens when Frame is an even number (so about 30 times per second):

    The variable NoseHairSpeedTimer increases.

    When it gets to 250, the variable NoseHairSpeedTimerSecs increases, and the variable NoseHairSpeedTimer resets to 0.

    When NoseHairSpeedTimerSecs reaches 7, the variable NoseHairGrowTimerLimit gets decreased if it's greater than five.

     

    If NoseHairGrowTimer equals NoseHairGrowTimerLimit, the nosehair gets a pixel longer.

     

    It's very complicates, but needs to be since I can only use 8-bit numbers.

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