-
Content Count
18,165 -
Joined
-
Last visited
-
Days Won
1
Posts posted by atari2600land
-
-
-
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.
-
Thanks for the help, I really appreciate it. Seems like there's more than one way to do it.
-
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.
-
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?
-
2 hours ago, Atariperson23 said:Steven Spielberg told Warshaw he could just do something similar to Pac-Man...
Have ET eat Reese's Pieces while avoiding the scientist guy.
-
1
-
-
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.
-
-
-
Yes, it's like the Mario Paint minigame. I haven't heard of Flyswatter for DOS before.
-
OK, I see what you mean, but I can't fix it. So I guess I'll have to give up. I sat here trying for a couple hours without making any progress. I'll attach the code in case anyone wants to look at it and help me.
-
What happened? Did I fix it or what?
-
I'm making a game for the Game Boy. It's called "Flies!" It's a game in which you swat flies.
-
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)
-
2
-
-
I haven't been working on any Game Gear games lately. Been busy with other consoles.
-
Making sure I am on the list.
-
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.
-
-
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.
-
1
-
-
I give up. I can't make any sprite appear on the screen.
-
Thanks. I added some more stuff to my game. Next time I feel up to it I will start working on putting a fly to shoot in it.
-
I did this.
Fire at the screen to get past the title screen. The red dot indicates where you hit the screen. I should probably have this part in so people can get a feel for it. What say you?
-
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.
-
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.

Nosehair help
in Atari 2600 Programming
Posted
Noticed a few things.
1.) The music seemed to stop for a frame when the colors were changing.
2.) If the scissors got to the right edge, they glitched a bit.
I think I fixed both of these things. Let me know if anything else weird goes on.
nosehair48.bin