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Blogs

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  • Guru Meditation
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  • Tezz's projects blog
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  • ¡Viva Atari!
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  • The hunt for the PAL Heavy Sixer
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  • people to fix atari Blog
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  • Joey Z's Atari Projects
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  • Lynx Links
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  • My Ideas/Rants
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  • Bergum's Thoughts Blog
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  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
  • AnimaInCorpore's Blog
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  • ianoid's Blog
  • HLO projects
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  • Gernots A500 game reviews
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  • Zsuttle's gaming adventures
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  • TWO PRINTERS ONE ADAM
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  • My blog of stuff and things
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  • Arcade Attack - Retro Gaming Blog
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  1. I think I already know the answer to this question through trial and error and experimenting but thought it a good idea to pop it hear incase i'm missing a trick I assume that once set, set zoneheight 8 set doublewide on -can not be changed for different screens ? to change something to add some text for in 320 for example I'd use a "topscreen" routine instead? Background : I want to use a nice small font (like "font" or "alphabet_4_wide") for a short status display but I find with doublewide on, this does not display correctly so I have to revert to a less elegant 8 pixel font with chunkier letters on screen. Assume I cannot change these settings between screens, so have the main game in zoneheight8 and doublewide and pause screen in zoneheight 16 and doublewide off for example? conclusion so far is that zone heights and doublewide cannot be adjusted after being set ? Is there any known workaround for this or am I missing something in my understanding of these commands ? Is there a way to use then thinner fonts with a doublewide setup using char tiles. Thanks
  2. Hi all, I have a question on the reserved area. In my current build of Dangerzone, I'm running out of space in the reserved area as I'm trying to add Pokey support and keep savekey support for saving settings. I believe that I can "inline" certain ome modules to free up space in the reserved area if needed. (inline 7800vox.asm, inline pokeysound.asm, inline tracker.asm) If I include the module using "inline" do I have to keep the "set" reference at the top of the code? For example, If I use inline tracker.asm, do I still need set trackersupport basic Thanks!
  3. One of the things a have been struggling with at times is keeping data tables within the 256 byte size limit. This is two-fold issue - the table size and calculating an offset. According to the documentation on accessing regular data, the size is limited to 256 bytes and if you wanted to create larger it is suggested to use sequential tables - each has their pros and cons. So what if I told you there is a way to access tables larger than this quickly and easily?? Most of us probably use tables for either map data or some sort of grid style layout or lookup. During Millie and Molly development I discovered I could use the peekchar function to replace calculating an offset to my RAM based table containing the background layout (as objects move the background needed to be restored). This worked great as I could replace a convoluted offset calculation using co-ordinates. I then expanded this and used the pokechar function to update this and other tables in RAM as needed. Getting back to Arkanoid recently, I started reworking this with my learnings from M&M. Whilst building the background for the Doh level I required a more expansive table as this level background contains many more tiles (another learning from M&M - replace large sprite strips with tiles. Mike outlines this process here) than the standard levels. I initially looked at different methods to build the display but it was getting pretty messy (won't bore you with the details!). Anyway I eventually thought lets just put in the whole table (13*26-338 bytes) and set it up to copy into a RAM table and see what happens. So I fired up the debugger in A7800 and looking at this RAM area - wow hang-on the whole thing is in there! Ok great, so lets try just accessing it from ROM. Bingo, the level started up and displayed as I was expecting!! How does it work? The code below gives you the basics to configure and read your table from ROM (this will also work using a RAM table): Any limitations? Talking to @RevEng about it the only real limitation potentially is your X,Y needs to stay within the 256x256 limit (this is theory only!) rem vars dim offsetX = var0 dim offsetY = var1 dim objectIndex = var2 rem lookup loop for offsetY = 0 to 25 for offsetX = 0 to 12 rem get object objectIndex = peekchar(levelPlayfield,offsetX,offsetY,13,26) rem TODO: add you code here... next next data levelPlayfield 1, 2, 2,12, 13, 2, 2, 2, 12,13, 2, 2, 3 4,37,38,37, 45, 46, 47, 48, 49,37,38,37, 8 4,39,40,39, 50, 51, 52, 53, 54,39,40,39, 8 5,41,42,41, 55, 56, 57, 58, 59,41,42,41, 9 6,43,44,43, 60, 61, 62, 63, 64,43,44,43,10 7,37,38,37, 65, 66, 67, 68, 69,37,38,37,11 4,39,40,39, 70, 71, 72, 73, 74,39,40,39, 8 4,41,42,41, 75, 76, 77, 78, 79,41,42,41, 8 5,43,44,43, 80, 81, 82, 83, 84,43,44,43, 9 6,37,38,37, 85, 86, 87, 88, 89,37,38,37,10 7,39,40,39, 90, 91, 92, 93, 94,39,40,39,11 4,41,42,41, 95, 96, 97, 98, 99,41,42,41, 8 4,43,44,43,100,101,102,103,104,43,44,43, 8 5,37,38,37,105,106,107,108,109,37,38,37, 9 6,39,40,39,110,111,112,113,114,39,40,39,10 7,41,42,41,115,116,117,118,119,41,42,41,11 4,43,44,43,120,121,122,123,124,43,44,43, 8 4,37,38,37, 38, 37, 38, 37, 38,37,38,37, 8 5,39,40,39, 40, 39, 40, 39, 40,39,40,39, 9 6,41,42,41, 42, 41, 42, 41, 42,41,42,41,10 7,43,44,43, 44, 43, 44, 43, 44,43,44,43,11 4,37,38,37, 38, 37, 38, 37, 38,37,38,37, 8 4,39,40,39, 40, 39, 40, 39, 40,39,40,39, 8 5,41,42,41, 42, 41, 42, 41, 42,41,42,41, 9 6,43,44,43, 44, 43, 44, 43, 44,43,44,43,10 7,37,38,37, 38, 37, 38, 37, 38,37,38,37,11 end For me this opens up a whole lot of possibilities! I hope you can find it useful too!
  4. I've been experimenting with the sample programs and putting simple banners on the screen. I made a simple 160B banner which is 80x96, indexed png with 13 colour (per the various tutorials and useful threads that I managed to find). When I load the banner using : incbanner gfx/lr1.png 160B and then display it with plotbanner, I only get the leftmost 20% or so of the image. Displaymode is set to 160B and palettes 0,1,2,3 are set to random colours. I've been beating my head against this one for a couple of hours, any suggestions on what I'm doing wrong would be appreciated!
  5. Hi, By swapping charactersets (as shown by Synthpopolooza) you can very quickly swap an entire set of characters each frame using memory pointers. So currently if you wanted to animate a single char with say 8 different frames you can setup screen ram, then do a memset with the next character index and thus create an animated char (even a full background). One of the great examples of what I'm thinking is Delta on the c64 - the animated starfield was pretty much a range of characters cycling to move the stars across the screen. Now we get to the fun bit. Can you configure something in memory (such as a small characterset) and update a pointer to cycle a character to animate a char on-screen? I certainly believe this could be the most efficient way to do something like this... So the question is can this be done??
  6. Hi, Been taking a little break this week from Arkanoid to recharge and wanted to test a theory I have with the code RevEng created for the brick layout... I'm looking to store a map grid area in memory (say 25*25 squares) and need to (based on the x and y of character position) determine what is stored at that memory location. dim mapTable = $2200 dim charX = a dim charB = b rem map area 25x25 (0-24) const mapWidth = 24 const mapHeight = 24 rem char position charX = 18 : charY = 22 rem get value at location offset=charX+(charY*mapWidth) : value = mapTable[offset] I'm getting stuck as the offset can obviously be >255. The question is what would be the most optimal way to calculate the offset in this situation? Assembly solution is acceptable.
  7. Currently i'm trying to add additional lives once you reach a stated number (in this case first 20,000 then every 60,000 points). I'm trying to do the following: sc0=score0 sc1=score0+1 sc2=score0+2 scoreLifeBenchmark = 0 validateExtraLife rem check 20,000 if sc0 >= $02 && scoreLifeBenchmark = 0 then playerLives = playerLives + 1 : scoreLifeBenchmark = scoreLifeBenchmark + 1 : goto _exitValidateExtaLife rem check every 60,000 value = 6*scoreLifeBenchmark if sc0 >= value then playerLives = playerLives + 1 : scoreLifeBenchmark = scoreLifeBenchmark + 1 : goto _exitValidateExtaLife _exitValidateExtaLife return thisbank So essentially what happens as you reach a benchmark it increases that value by one thus you can then check 6*1=6 (60,000), 6*2=12 (120,000), 6*3=18 (180,000) etc against the first 2 digits in the score. Can anyone shed some light - the score stuff does my head in regularly!
  8. Sorry couldn't think of a better title. So, I'm trying to implement moving and placing blocks in order to place them as defenses in front of the player's base. I wrote a simple code, just two lines, so that when the player's x and y are within a range of the block's x and y (15 pixels on the x, 10 on the y), and then the player presses a button, the block will jump to be 4 pixels away from the player's x and y ("carrying" the block). Everything works fine until the block gets to blockx=14 (and blocky=9) when the the block will detach from the player (the variable 'nearbase' is no longer true) and will not allow itself to be picked up again (nearbase is never re-set as 1), even if the player's x and y go away from the edge of the screen. I used plotvalue to display that the variables for player and base x and y are correct, stay what they should be and stay within range. There is no problem on the other end of the screen, only in the lower numbers. When the strange behaviour is happening, I ask (via plotting a debug image) if the playerx is within range, it says it isn't, despite the plotvalue clearly showing that, in fact, it is. playerx and playery are dimensioned as a and b while blockx and blocky are $2557 and $2561 so it doesn't seem to be an overwriting issue. The block is called 'base' in the code, so blockx=basex. if playerx<basex+15 && playerx>basex-15 && playery<basey+10 && playery>basey-10 then nearbase=1 else nearbase=0 if joy0fire1 && nearbase=1 then basex=playerx+4:basey=playery+4:basepickedup=1 else basepickedup=0 Anyone know what's going on?
  9. Hope it's ok that I create a new thread each time I need help, I figured it would help people in future search if they're stuck on something. Anyway, I've created bullets for the player to shoot and now I'm trying to get the bullets to disappear when they hit a wall. I admit that I don't fully understand peekchar, but I get weird behaviour around line 29 in the below code. Before I put in the peekchar code, the bullets shoot from the player in whatever direction they're moving, as expected, but when I put in those peekchar lines around line 29 below, I get behaviour I don't understand. The appearance or otherwise of the bullet seems to depend on the player's position when in theory, that shouldn't affect it at all. The bullets also only appear when the player is on a certain side of the screen, not when they are touching a certain character, which is what I thought peekchar does. In theory it should be the character underneath either the player or the bullet which affects behaviour, no? Everything works fine until I set what 'tempbx' and 'tempby' are for the peekchar function. I put in a debug line which plots another face sprite which should match the same conditions as the bullet, but it appears at different times, seemingly random. On one run through the game crashed and plotted out a load of numbers at the top of the screen (this happened before during a different bug when I had mis-assigned a variable. I went through several times to make sure I hadn't done that this time and it doesn't look like it. It seems like there's something about peekchar that I don't understand. I tried to create a gif to illustrate the issue but apparently it's not allowed. My abridged code looks like the following: set collisionwrap on set doublewide on <assign variables> ; this next line is copied from Atarius Maximus's code dim screenram = $2200 : rem to $24EF (20*12=240 bytes) rem $24F0 to $27FF are free ;screen0map is the name of the map I made with alphachars memcpy screenram screen0map 240 plotmap screenram 1 0 0 20 12 savescreen main pprevx=playerx: pprevy=playery <movement code> if joy0fire0 && btimer=0 then gosub bullInit ; *** Plotting and Moving Bullets if firecon>10 then firecon=firecon-1 for x=0 to firecon ;giving variables to the bullets, in order to work in the if statement bx=bullx[x]: by=bully[x] ;check if the Bullet has hit a wall tempbx=bx/16:tempby=by/8 ;the bullets stop plotting for some reason after I enter this line tempchar2=peekchar(screenram,tempbx,tempby,20,12) if player_bullets[x]=1 && tempchar2=2 then player_bullets[x]=0 if tempchar2=2 then plotsprite face1 0 0 50 ;this is a debug line, though has weird behaviour too ;if the bullet is active, plot it and move it depending on it's direction for the next frame if player_bullets[x]=1 then plotsprite bullet 0 bx by: bullx[x]=bullx[x]+bdr[x]: bully[x]=bully[x]+bdd[x] next <some other code to prevent player moving off screen> if btimer>0 then btimer=btimer-1 plotsprite face1 0 playerx playery drawscreen goto main bullInit ;gives initial bullet variables bullx[firecon]=playerx: bully[firecon]=playery ; sets initial bullet coords at the player's coords player_bullets[firecon]=1 ;this basically sets the bullet to be active bdd[firecon]=playery-pprevy ;this sets the up/down velocity of the bullet depending on the player's movement bdr[firecon]=playerx-pprevx ;the same as above for left/right firecon=firecon+1 ; firecon keeps track of how many bullets there are btimer=10 ;this prevents too many bullets being plotted too quickly return ;checks for collision when player moves down checkmovedown tempx=(playerx+1)/8 tempy=(playery+8)/16 tempchar1=peekchar(screenram,tempx,tempy,20,12) if tempchar1=2 then return playery=playery+2:return <other code for player collision detection> alphachars ' abcdefghijklmnopqrstuvwxyz!@#$%^&*()_+-=[]{}:";<>,.?/' alphadata screen0map tileset_blanks2 ' ' ' ' 'aaaaaa aaaaaaaaa' ' ' ' aaaa ' ' aaaaaa ' ' ' ' aaaaa ' ' ' 'aaaaaaaaaa aaaa' ' ' ' ' end Thanks as always for any help.
  10. Hi Peeps, having issues with getting tiling to work, the below results in a black screen...what have i missed? The Map has tiles set to emended and is XML, 8x16, and 20 x 12 in size. Thanks guys. set doublewide on set basepath gfx_morph set romsize 48k set tv pal displaymode 160A rem Color Palettes P0C1=$02: P0C2=$06: P0C3=$0F : rem grey, light grey & white rem Graphics Import incgraphic tileset_level_1.png incmapfile level_1.tmx main_init clearscreen plotmap level_1 0 0 0 20 12 savescreen drawscreen main_loop BACKGRND=$00 restorescreen drawscreen goto main_loop
  11. A game I wanted to make that has you beating up annoying celebrities such as Miley Cyrus, Kim Kardashian, Justin Bieber, just to name a few, in only a 32k size. You only have two moves: kick and punch. The story goes as follows: You're a former Hollywood star who has had it with stars of today making so much money for doing so little and being arrogant and self-centered.. So you've decided to knock some heads of some famous people along with the usual punks and weirdos. But you only have two modes of pain: kick and punch. They know you're coming. So they've decided to take you on. The Easy mode has you just beating up celebrities until you get until a certain point. In the Hard mode, you must travel through the mean streets of Hollywood until you meet a certain ugly guy. Even I don't know what celebrity he or she resembles. Use the control pad to move forward or backward. You cannot move backward to another screen- just forward. The "fireboxes" sometimes replenish your health. Left button is for punch, right button for kick. In Easy mode, your HP is 150; Hard mode 100. You'll notice your walking speed varies in each version. In Easy mode, you'll walk slow; in Hard mode, a bit faster. Screenshots: UPDATED 8-17-16 fighter.bas.a78 fighter.bas.bin If you're interested in a cart, please post your request below. I've already started soldering EPROMs to the boards. I found out this game on a real 7800 will give fingers and thumbs a workout.
  12. So I needed a quick break from Graze and it turned into something like this. Not planning on developing this further (I do have RPG ideas, but they're pretty far away still.) so feel free to make use of it if desired. rpgtiledemo.zip rpgtiledemo.bas.bin rpgtiledemo.bas.a78
  13. I've posted this in the Marketplace but maybe some don't know about it yet. It's a Fast Food remake called Fat Axl for the Atari 7800. It's based on memes of Axl Rose from Guns 'N' Roses well-known for his bad behavior. Now since he's the lead singer of AC/DC, there have been images posted of him being fat and he's even threatened Google to take those images off. The game is rather simple as you are Fat Axl and you eat hamburgers, tacos and beer while avoiding Slash and poodles. Don't ask me why he hates poodles, he just does. (Google "Axl Rose hates poodles.") Time after time, you'll see "You're Getting Fatter" messages. You have three lives and if you collide with Slash or Poodles, you'll lose a life. Lose all lives and the game is over. I've programmed this game with 7800Basic. It's nothing fancy- just a silly game to play until Axl Rose threatens me with a cease and desist order. Retrogamer81081 was kind enough to upload a review of the game: https://www.youtube.com/watch?v=-VXk5v4tRn0
  14. At times, when coding in 7800Basic with Windows, sometimes you may get one of those dreaded messages, '7800Basic Has Stopped Working', and crashes. Before you get really upset and throw your computer across the room, or get help as to wonder if there is a problem with the application itself, there are two instances in which this can happen. Sometimes 7800Basic can catch the error, but other times it'll crash. The first common mistake is inadvertently using an "if-then" statement without the "then" in the statement. For example: If boxcollision (x_thing,y_thing,16,16,ape_x,ape_y,16,16) goto __banana The "then" is missing from the code. It is easy to miss this after typing hundreds of lines of code. The other instance is also related to the "if-then" statement where the line is unfinished: if room>4 && This will also, at times, cause 7800Basic to crash since it is uncompleted. Sometimes you may just forget to finish it. So, these are two instances (from my own experiences) to as why 7800Basic may crash under Windows environments. I don't know if the same happens to Ubuntu/Mac users, but it might save someone from getting their blood pressure up to a boiling point.
  15. Does 7800basic have bit shift operators? I can't find them in the documentation here: http://www.randomterrain.com/7800basic.html And if it doesn't, then how would I use the 7800basic "asm" command to write the 6502 assembly code to perform the operation, say, num1 << num2 (logical shift left)? Thanks!
  16. Mord

    Graze (2015-05-28)

    I had the goal for the revive mode being done for this Sunday, but since I added Revive, added GameOver, added 2nd player and implemented the console switches... I might as well do an update now Left Difficulty will eventually turn on/off the background music if I get around to adding any. It sets it's flag properly but there's obviously no sound in the game yet. Sound effects will be unaffected by this setting. Right Difficulty only matters in a 2-player game. It allows a player that's lost all it's lives to steal a life from the other player if set to Expert. To do so, they have to press both fire buttons during the active or revive modes. It won't work between waves since that'll complicate things a bit, and obviously it won't work during gameover since neither player should have any lives left if you get to that state. Reset will warm boot the game using "reboot". Select will move the game to Title Screen instead. Since both the intro section ("Loading...") and Title screen are just place holders for now these don't really have much of a difference. When I get to highscore saving/loading that would be done during the intro section. The pause function is just whatever's built in to 7800basic for now. I'll try to work on a temp but less placeholdery Title screen next so that you can actually select a new game properly, change from a 1 player game to a 2 player game, etc. It won't be fancy.
  17. Mord

    Graze (2015-05-25)

    Let's see if we can do a weekly release on here until I get it to the point of it being fully playable, at which point I'll officially switch over to the 7800 forum. This doesn't look too different from last week, but it's now able to load waves from a sdata structure. Easy to add new waves by setting things like time to the wave, maximum enemies at one time, what types of enemies, what AI the enemies can have, the colors of the enemies (And status bar as a result) etc. Not everything is actually functional from the wave data, but it's loaded anyway. For instance there's still just the spinning gear enemies, and there's only 1 AI function currently done. (I've got plans for more already written down, and I'm pondering how to do boss type characters.) Right now the game jumps between master loops based on it's game state. When it finishes a frame it basically checks to see what the current state is suppose to be, and if it's not the current loop, it throws it back to a state_selector at the start of the program. Seems to work well so far. In between waves, as enemies are cleared from the screen, there are no collisions being calculated. This is intentional. Over the next week I plan on getting the game to actually let the player die when hit by an enemy. When a player dies, it'll cause the enemies to clear the screen like in between waves, but they'll still be lethal in case there's a second player also playing. This is to help ensure the players won't be revived just as another gear slams into them. Something I always hated in Asteroids.
  18. Mord

    Graze (2015-05-18)

    The name of this game will likely change before it's finished. It just describes the goal of the game for the most part. Right now it's showing the maximum number of free-roaming enemies the engine can do before causing slowdown. The plotvalues and boxcollisions are a big cause of this but there's a lot of 7800basic commands I can re-write into assembly to get that number up again. In case it isn't obvious from playing it a bit, a successful graze flashes the background blue. A hit, which would normally cause a loss of a life, flashes it red. I don't have the second player in yet. When it's added, it will have a second color to flash the background on a graze. When both players graze at the same time, a third color will be used. I'm pondering doubling the size of the player to make it a bit easier to graze (plus give more detail.) but we'll see. That will be done before a second player is added at any rate. The game is running in 320B. The green backdrop on the status bar is using the same colors as the enemies so it'll change color as the enemies change. Most likely enemies will change with the Wave. What you see so far is a weekend of coding... well, not quite a weekend since I was visiting family most of the weekend.
  19. I've been tinkering with the samples included with 7800Basic, and because I'm going to want it eventually, I decided to try to get some horizontal scrolling working. I tried to get vertical scrolling as well, but naturally that failed. I did think of how to get some zelda-styled screen switching vertically but haven't actually tried to implement it yet. At any rate, after a couple weeks of slamming my head into a wall, yesterday I finally stopped and decided to rework the calculations I had done up for it that were causing... interesting results. I cleaned up the code a bit, and I'm sure it's not nearly as efficient as it could be, but it works! Feel free to use/modify/etc for your own games if you think it'll help. As you can see from the graphics used, I essentially built/expanded this from the adventurer.bas sample. scroll.zip scroll.bas.a78
  20. Mord

    I suck at sprites.

    So while trying to do up semi-humanoid characters, I realized I suck at doing this. More than I anticipated that is. So, let's just BS an armless blob of a monster with stubby feet and call it the hero! It's going to be "fun" trying to figure out what this guy's powers are going to be. XD Going to be more fun trying to figure out what kind of game I'm even making. Oh well, to heck with planning, it's only ever aided my procrastination anyway! Yes I'm aware of the number of colors used in the image, given any game with this little blob will likely be in 160A. That's not an issue as the teeth and eyes will be drawn first with a specific sprite, then the main monster plotted over it - letting the eyes and teeth shine through some transparent gaps in the main sprites. Animations for walking left and right are done. Up and Down walking are tentatively done but I want to try to rework them a bit more.
  21. Mord

    Horizontal Scrolling

    So a week overdue, and I only really made progress on the horizontal scrolling. I didn't add in solid wall type things yet as I was trying to fix up bugs and the like. You'd be surprised at some of the weird things that would happen... Going to clean the code up later today, but first, must sleep.... *edit* Now that sleep is over, I've tried to clean up the source a bit and here it is. I'm going to post it in the 7800 dev forum in a minute as well. But first, must eat! ... as well as upgrade my 7800Basic to the latest version to make sure it still compiles on that.
  22. Mord

    Random Updates

    Admittedly, I tend to post random updates on my Livejournal account far more often than on here. Which is questionable in preferences given probably more people browse this blog, even accidentally! Anyway, it seems I've been swallowed up by 7800Basic. Started looking through it's sample programs and reading over RandomTerrain's online guide for it. Naturally my first instinct is to enable scrolling to it even though it doesn't support it natively. Horizontal scrolling took a couple tries, but I got something to work. That attempt was pretty limited in itself however so I'm redoing it (About half done) to be more useful - fixed point movement and full range of movement over the map. The first attempt had, and depended on, a constant speed and the player being centered on the screen. By rights that would have been sufficient for what I wanted to do, but I figured I should make the procedure a bit more reusable. Vertical scrolling didn't work at all. I wasn't really expecting it to but at least I confirmed it for myself. While it's not part of my goals for this week, I do have an idea on how to enable a coarse vertical screen scrolling that should be sufficient for this particular game idea I'm working on. Basically my goal for this week, which is questionable right now since I've been half sick with a bad cough, is to get a sample program that'll do the following 3 things: 1. Have a horizontally scrolling map. 2. Have the map detect passable and non-passable blocks 3. Start dabbling with making tiles that can potentially be used in the final game. (Probably the hardest of the 3 for me, my art has gotten pretty crappy.) If I forget to post my results on Sunday here then there's a good chance there will be an update on LiveJournal. I've been trying to set myself goals to stay on track with learning and developing my skills with 7800Basic, so let's hope I can keep it up. Admittedly I may be setting too slow a pace with it for now. In unrelated news, here's a crossfade of Ady S's new SoNiKa/vocaloid album on bandcamp. Yeah, I've gotten onto some kinda Vocaloid kick for the last couple of years. It's the main thing I tend to listen to, apart from the occasional heavy metal.
  23. Since the last update, DQ has been a 48k, then a 128k, now a 256k game. I didn't release a 128k version since I wanted more maps. I've added several maps such as another overworld map, caves and additional dungeons. I've also started maps for a sky tower and so far two floors have been added. A title screen and "game over" have been added. This game is still a demo and there are still bugs and other things I need to fix. One noticeable one is the first cave map has slow down and I need to find what's (possibly a plotsprite issue) causing it. Please let me know through the blog comments or even PM if you run into any problems. Overview: You're a draker, a dragon-like creature, and while living on Draker Island, a mysterious spell has been cast all over the island. The spell cannot make the little drakers fly and it's up to you to find out what or whom is behind the spell. All you have is your fire orb to fight enemies that appeared after the spell was cast. Long ago, sections of the island were divided with gates. Dungeons below hold the keys to open the gates. But the dungeons are full of enemies. VERY IMPORTANT: The Prosystem emulator will NOT work with this game. You'll need to use MESS or some other emulator that can support 256K. http://www.mess.org/start DQ_Alpha.bas.a78 DQ_Alpha.bas.bin
  24. This is a problem I've been running into using boxcollision and score1: The player collects a fruit in which it boosts up his HP (score1) and it disappears. No problem with that. However, even with trying using labels, and then without, if the player stays in the spot where the fruit was, the HP counter keeps rising. if boxcollision(xpos,ypos,16,16,fruit_x,fruit_y,16,16)then fruit_check=1: score1=score1+10: fruit_x=200: fruit_y=200 if fruit_check=1 then fruit_y=200:score1=score1+0 if fruit_y=200 && boxcollision(xpos,ypos,16,16,fruit_x,fruit_y,16,16)then score1=score1+0 Is there a way to just keep this as a one-time event?
  25. I've been working on this project for several weeks now with help by RevEng. It uses Atarius Maximus' Zelda engine example. You control a disgruntled worker whom invented a shoe cannon that shoots dry erase markers at co-workers and office equipment. Your score is in blue and your HP in red. If you get hit, your HP goes down and you get fired when it reaches zero. There are five floors (levels) and you'll need to find the boss somewhere to kick his butt. If you can find and shoot him, then you win the game. The game is still kind of buggy as certain things flicker, other things like your HP goes up standing in one spot when there's nothing there, other objects refuse to disappear, etc. It was fun to make though. One thing I've learned to accomplish is how to bankswitch in 128k and this project was a lesson in that. I've also created some box art if the game ever was going to be released on cart. Hope you enjoy! Game file: cubicle.bas.a78 Screenshots: Box Art:
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