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  1. https://www.mickmuze.com Hey everyone, I'm Mick. A little while ago I decided to try and learn batari Basic and finish what I hope would be considered a good game in 30 days of programming. I kept a daily journal as I did this and the game is now complete. I am currently working on creating the artwork and designing the manual but thought I would release my development notes as a blog in the mean time. So the link to the daily blog is above if you are interested. Cheers Mick
  2. Unless bugs are identified this will be the final release of Heist. This release fixes a number of small bugs and implements a few additional features such as Bezerk style directional shooting (selectable via the Left Difficulty Switch). This release also makes (3) lives standard. Single life games are still selectable as games 4-6. I hope you enjoy. - Tim Gameplay Capture the money while avoiding the police and laser defenses. Once the money is in your possession a door will open. You still need to make it out of the bank to clear the level. All of this must be done before time runs out. Some levels are easier than others and the time is adjusted accordingly. Note that the police will not notice you until you are in their general proximity or you have taken the money. Once you capture the money all police become aware of your presence and they move with an increased sense of urgency (i.e., faster). There is a total of 20 levels using 10 playfields. Each playfield is displayed twice. The second time through you are given less time and the police move faster. If you complete all twenty levels you will flip the game and have the chance to play through them again. This time, however, the police will move faster and you will be limited to (4) bullets. Controls Movement: Use the left joystick to move left, right, up, down and on diagonals. Pause: Set the COLOR/BW switch to BW to pause the game. The playfield walls will turn lite gray and the player will face left to indicate that the game is paused. Set the switch back to COLOR to continue gameplay. Shooting: Behavior dependent upon position of Left Difficulty Switch. In either mode, the bullet travels in the direction that the player is presently moving. Mode A (Left Difficulty Switch A): If player is standing still then the bullet moves in the direction that the player last moved. This is similar to the behavior implemented in Berzerk released by Stern Electronics, Inc. in 1982. Mode B (Left Difficulty Switch B): If player is standing still then the bullet moves horizontally to the left when the player is facing left. Similarly, the bullet moves horizontally to the right when player is facing right. Game Variants Use Game Select switch while on Title Screen to cycle through game variants Game 1 – (3) Lives, Limited Time, Limited Bullets (Normal Game) Game 2 – (3) Lives, Unlimited Time, Unlimited Bullets Game 3 – (3) Lives, Unlimited Time, No Bullets Game 4 – Single Life, Limited Time, Limited Bullets Game 5 – Single Life, Unlimited Time, Unlimited Bullets Game 6 – Single Life, Unlimited Time, No Bullets Scoring $1000 for each money bag stolen. On games where you have more than one life you will lose the money if you are caught/die before clearing the level by making it through the exit door. Hints It may help your overall strategy to get the police to chase you. You can get their attention by moving close to them. This works even if you are protected behind a wall. Level Timers (Games 1 & 4) Level Time 1 30 seconds 2 24 seconds 3 30 seconds 4 24 seconds 5 20 seconds 6 16 seconds 7 28 seconds 8 24 seconds 9 14 seconds 10 12 seconds 11 20 seconds 12 16 seconds 13 20 seconds 14 16 seconds 15 36 seconds 16 32 seconds 17 20 seconds 18 16 seconds 19 24 seconds 20 20 seconds HEIST.bin HEIST Game Manual.pdf HEIST.bas I'm including the source code as it may help someone. I'm sure there are plenty of areas where the code could have been written better. Sometimes the 'hack' is actually a means of doing something without using additional variables. Other times what looks like a hack is truly a hack. It can be a little intimidating showing how the sausage is made... and there is no claim that anything performed by the code is the best way to do it.
  3. March 19, 2019 news. Release Candidate 1 DK_Arcade_2600_RC1.bin I've decided to share "DK Arcade 2600" and post the Release Candidate. This has sound, item, color differences, along with a fixed Kernel that should eliminate any "flashing ghost playfield pixels" that appear when nearly cycle maximum and that some machines were displaying. The "latest batari Basic" version from RevEng's thread has this fixed kernel. Reply in this thread any comments and suggestions - they are all considered, no matter good or bad, or not possible to include! Thank you. It is also decided by me, the author, that any "Release" will be through this "batari Basic Forum Thread". If you expressed desire for a real cartridge in this thread, no need to post again. You will be contacted when I have finished cartridges available later in 2019 or next year 2020. Payment will only be taken when finish cartridges are available - made with AtariAge hardware. This was my first designed game, both because I liked the game, I liked the challenge, and I wanted to show that very good games can be made with the "batari Basic" DPC+ kernel. - iesposta ----------------------------------------------------------------------------------------------------------- October 12, 2014 Two Demo binaries! You can now play as "The Lady" (created for the 2 women on AtariAge!). By popular demand, "The Carpenter" moves quicker up and down ladders. Fireballs descend ladders quicker. Alarm sound when timer falls below 1000. Numerous sound updates and bug fixes. Japanese order only (Levels 1, 2, 3 & 4) that end after Level 4. The title is a selection screen: Up, down, left or right selections. (Note: American selection defaults to Japanese order for these demos.) Remember to turn Phosphor Effect (Ctrl-p) on in Stella! DemoE = easy. As will be the first time though the levels. DemoH = hard. As will be the increased difficulty the next time through the levels. DK20141011BcDemoE.bin DK20141011BcDemoH.bin October 11, 2014 Second Demo Binary(s) soon! We have listened to comments and suggestions. I think everything done since the last demo has been an improvement in every area. Gameplay, graphics, sound and music, and options. List of "bugs" that probably are permanent "features": - Some odd TIA chips cause a few playfield pixels to blink. Does not affect gameplay. - Cement Factory level with hammer will show ghost garbage pixels when fireballs climb down due to Intelligent Flicker and virtual sprite vertical alignment. Does not affect gameplay. - Jumping to the left-most part of the center elevator (descending) player becomes unresponsive to joystick. Affects gameplay. -Jumping a fireball over a rivet can trap the fireball over the gap. One I had trapped later climbed thin air to the level above and started acting normally - except it was a few pixels below the girder. September 27, 2014 No binary, but we are still working on this! Latest binary directly below, in March 1. rem Note: 9-02-14 Made ditty1 note duration shorter, Opening longer, How High tune ends with harmony. rem Note: 9-09-14. Started adding Pauline Edition. rem Note: 9-20-14. Moved pies down in three! different locations. rem Note: 9-21-14. Fixed 'static' in ditty sounds. Added Pauline climb head wiggle. Fixed broke items grab sounds on elevators. rem Note: 9-22-14 Fixed "Death scene gone bad Elevator Level". Fixed winning Elevator w/Mario and having Pauline appear below. rem Note: 9-22-14 New PreTitle Screen layout. Removed a redundant ballheight=0. rem Note: 9-23-14 Needed to add Pauline Colors in skipmario2. PreTitle Screen has left / right joystick player selection. rem Note: 9-27-14 Difficulty increases by Byte Knight! New Pretitle Screen removed. Added Harmony to Opening Tune. rem Switched L/R selection and icon. Screen order progression fixed. Sped up prize sound. Fireballs descend faster. rem set optimization noinlinedata works. March 1, 2014 DK23Arcade2600.bin Bug fixes for the demo: Ramp Level Mario shouldn't get stuck in girders any more. Overlapping barrels shouldn't sneak through the hammer any more. Increased barrel spawn timer to make the level a little easier. Moved hammer up and right on top level so you can't grab it from the level below and you can jump straight up and get it. Fixed Mario jumping bug that would kill Mario after 5 jumps in a row. Cement Pie Level Kong has less separation anxiety! Fixed ghosting of the tops of fireballs. Elevator Level Mario won't "fall" through girders on Elevator Level. February 19, 2014 There's a new DK in town called DK Arcade 2600, joining AtariAge member Joe Musashi's phenomenal D.K. VCS! This playable demo features all 4 levels in full-screen goodness, so check it out! Brought to AtariAge by members "Byte Knight" and myself, "iesposta." Binary: DK_Arcade_2600.bin The playable demo features all four levels but will end after the rivet level (Level 4). Let us know your thoughts and post your high scores! The release version will feature: Japanese and US level order. Difficulty level increases. The ability to play Mario or Pauline. Thanks to RevEng and Bogax for technical help, and Atari Brian for beta-testing. February 12, 2014 Update. - Dynamic titlescreen has 1 to 4 Stupid Monkeys on How High Can You Try? depending on level. - Bonus/Countdown timer has color. Score is 6 digits and white. - Spinning death sound created. - Japanese and American order selection (difficulty switch). - Flicker reduced on top of level 1 by adding 2 playfield screen lines and removing 1 line from The Lady, putting her 7 lines above the barrels. Notice I said reduced. It still flickers a lot but that is where everything happens at once. - Going "over cycles" fixed by adjusting Overscan time, adding scanlines. Currently stable at 270 lines. - Custom Score Font. (I know it looks like other games, but I did create each number to match the arcade game.) February 5, 2014 Let it spin, let it spin, let it spin. No game, just spinning... DK21y140201bSpin.bas 2.bin January 19, 2014 This binary plays levels 1, 2, 4 and then properly goes back to level 1. DK21y140119f.bas.bin January 15, 2014. !! Level 2 pie/cement factory done!! Binary 1-15-2014: DK21yMKH14cr.bas.bin >>Positive or Negative Feedback appreciated, especially on real hardware during gameplay (rolling or jittering). Note: It does jitter before Level 4.JumpmanBLU20130826.bas.bin JumpmanBLU20130826.bas JumpmanBLU20130915a.bas.bin JumpmanBLU20130915a.bas JumpmanBLU20130919a.bas.bin DK26b.bas.bin DK2600-2013-12-23.bas.bin DK2600-2013-12-25.bas.bin
  4. Relive the mid-20th century race to the moon with Moonshoot for the Atari 2600! (DPC+ 32K) Moonshoot is an attempt to roughly simulate the original great wooden home carnival game called Shoot the Moon (*- see footnote.) The point system simulates the original: Earth: -250 First Stage: +250 Second Stage: +500 Third Stage: +1000 Fourth Stage: +2000 Moon: +5000 I've not seen the original's instructions, but I had to have some sort of game ending, so I made up my own getting 3 tries to keep it on the board. Controls: Joystick right: open rails more quickly Joystick left: close rails more quickly Joystick down: open rails very slightly Joystick up: close rails very slightly Use button to start another round or start a new game if game over Use reset switch to start another game *- there have been other versions of the physical game- some more recent. This attempts to emulate the original. You should try it out in physical form, either the older or newer version, if you can, because it's a great game, and it'll give more context to what's going on in the 2600 version. Can involve basic level of skill. Skill requirement could improve in future release. Thanks to @KevKelley, @Dave C, and @Karl G for their feedback as I was trying to develop the rail system. It may continue to evolve, but I think it's more rail-like than it was in early development. moonshoot_0.4.bas.bin moonshoot_0.4.bas
  5. Please check out the binary in the first post of Byte Knight and my work on a 1980 arcade port to the Atari 2600. With respect to AtariAge, no keywords in comments & suggestions please. Many people aren't aware batari Basic can now make games of this detail. You may have missed this if you avoid batari Basic games http://atariage.com/forums/topic/216037-dk-arcade-2600-progress-files-source-code-help-appreciated/
  6. This is just a simple fix for the top two lines having the same color ;*************************************************************** ; ; 88 rows that are 2 scanlines high. ; DF6FRACINC = 255 : DF4FRACINC = 255 DF0FRACINC = 128 : DF1FRACINC = 128 : DF2FRACINC = 128 : DF3FRACINC = 128 asm LDA DF6FRACDATA ; bgcolor priming read (first value will be read twice) LDA DF4FRACDATA ; pfcolor priming read (first value will be read twice) end ;*************************************************************** ; ; Displays the screen. ; drawscreen
  7. I saw in the latest zph stream that someone was making a multisprite kernel hack with scrolling, well I made a dpc+ hack a a while ago, that allows horisontal scrolling, I followed sprybugs way of doing it, I would have no idea where to start without that, it's really easy to use and allows different pf resolution, I can make a short tutorial video if anyones interested? Thanks to Darrell Spice Jr. for allways going out of his way to help!! Here's a little rough demo I made to try it out, would be nice to know if it works on real hardware? You don't have to this metroid style scrolling if you don't want, I just wasn't happy with anything below one column per frame so I did this, Thomas Jentzsch style. LATEST
  8. I got this to work, and wanted to share as I could find no information searching. RT has added a clearer example to his batari Basic site: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#ex_dpc_shooting_nusiz Also there is a powerful "trick" that lets you cover all (or as many) virtual sprites as you want with the same code block. First you check for missile0 Player1 collision. Skip the routine if no collision. Second, find which virtual sprite was hit, set trick value, go to find out which copy, and rearrange. For triple copy, medium, there are 7 routines. For double copy, medium, there are 2 routines. Keeping track of the remaining routines are the variables enemyP2 thru enemyP8. To explain double copy: Player2 starts out with 2 copies, enemyP2 is 2. If you hit the left one, the on-goto will take the far right branch. (the first branch if enemyP2 is 0, the 2nd branch if enemyP2 is 1, the third branch I'd enemyP2 is 2) As the left sprite was hit, change to one copy NUSIZ2=0, move the single sprite over to where the copy was, set enemyP2 to 1. When next Player2 is hit, move it off screen, set enemyP2 to 0. Triple copy has more rearranging. Shooting the left enemy of 3 copies first, change to double copies, medium, move right to where copy 2 was, set enemyP3 to 3 which will next take "which 2 on the right" has been hit. Shooting the center enemy of 3 copies, change to double copies wide. enemyP3=5, that branch being "which 2 of wide" has been hit. Shooting the right enemy of 3 copies, change to double copies, medium. enemyP3=6. "which 2 on the left" So what is left over after a hit on one of 3 copies determines which branch will be taken for the 2 remaining copies to become 1 copy. Now to explain the "trick". Why is everything in the routine enemyP2 and player2 and NUSIZ2? The value in the brackets points to them sequentially. player2[0] is player2 player2[1] is player3 player2[2] is player4 etc. It works for NUSIZ2[0] thru NUSIZ2[6] (and NUSIZ2[7] if you need to set NUSIZ9) and because I set enemyP2 through enemyP8 as variables: a, b, c, d, e, f, g it works there also. Sometimes I have seen some collisions detected, the missile resets, the explosion sound is played, but the player doesn't get removed. I think my +values are correct, but possibly they are not. Maybe every once in a while it just fails a check? dim enemyP2=a dim enemyP3=b dim enemyP4=c dim enemyP5=d dim enemyP6=e dim enemyP7=f dim enemyP8=g ; Note: Above must be sequential for "trick" dim trick=t NUSIZ2=$02: NUSIZ4=$02: NUSIZ6=$02: NUSIZ8=$02: enemyP8=2: enemyP6=2: enemyP4=2: enemyP2=2 NUSIZ3=$06: NUSIZ5=$06: NUSIZ7=$06 enemyP7=7: enemyP5=7: enemyP3=7 DF6FRACINC=255: DF4FRACINC=255: DF0FRACINC=255: DF1FRACINC=255: DF2FRACINC=255: DF3FRACINC=255 ; Backgrnd colors.; PF colors.; Column 0. ; Column 1. ; Column 2. ; Column 3. drawscreen ;******************************************************************************************************************************************** ; ; missile0 collision check. ; ;``````````````````````````````````````````````````````````````` ; Checks for missile0 collision with other 8 sprites, reflected. ; As above, outside game loop, NUSIZx x=2 thru 8 ; Sprites 2, 4, 6, 8 are double, medium. ; Sprites 3, 5, 7 are triple, medium. ; if !collision(missile0,player1) then goto __Skip_m0_Collision if (missile0y+4)>=player2y && missile0y<=(player2y+4) && missile0x >=player2x && missile0x <= (player2x+64) then trick=0: goto whichCopy2 if (missile0y+4)>=player3y && missile0y<=(player3y+4) && missile0x >=player3x && missile0x <= (player3x+72) then trick=1: goto whichCopy1 if (missile0y+4)>=player4y && missile0y<=(player4y+4) && missile0x >=player4x && missile0x <= (player4x+64) then trick=2: goto whichCopy2 if (missile0y+4)>=player5y && missile0y<=(player5y+4) && missile0x >=player5x && missile0x <= (player5x+72) then trick=3: goto whichCopy1 if (missile0y+4)>=player6y && missile0y<=(player6y+4) && missile0x >=player6x && missile0x <= (player6x+64) then trick=4: goto whichCopy2 if (missile0y+4)>=player7y && missile0y<=(player7y+4) && missile0x >=player7x && missile0x <= (player7x+72) then trick=5: goto whichCopy1 if (missile0y+4)>=player8y && missile0y<=(player8y+4) && missile0x >=player8x && missile0x <= (player8x+64) then trick=6: goto whichCopy2 goto __Skip_m0_Collision whichCopy1 temp2=enemyP2[trick] on temp2 goto __Skip_m0_Collision which7w1 which7w1 which7w2l which7w1 which7w2w which7w2l which7w3 which7w3 if missile0x <= player2x[trick]+8 then NUSIZ2[trick]=$02: player2x[trick]=player2x[trick]+32: enemyP2[trick]=3: goto resetMissile0 if missile0x >= player2x[trick]+32 && missile0x <= player2x[trick]+40 then NUSIZ2[trick]=$04: enemyP2[trick]=5: goto resetMissile0 if missile0x >= player2x[trick]+64 && missile0x <= player2x[trick]+72 then NUSIZ2[trick]=$02: enemyP2[trick]=3: goto resetMissile0 which7w1 if missile0x <= player2x[trick]+8 then player2y[trick]=200: enemyP2[trick]=0: goto resetMissile0 which7w2w if missile0x <= player2x[trick]+8 then player2x[trick]=player2x[trick]+64: goto whichCopyEnd if missile0x >= player2x[trick]+64 && missile0x <= player2x[trick]+72 then whichCopyEnd which7w2l if missile0x <= player2x[trick]+8 then player2x[trick]=player2x[trick]+32: goto whichCopyEnd if missile0x >= player2x[trick]+32 && missile0x <= player2x[trick]+40 then whichCopyEnd whichCopyEnd NUSIZ2[trick]=$00: enemyP2[trick]=1: goto resetMissile0 whichCopy2 temp1=enemyP2[trick] on temp1 goto resetMissile0 which7w1 which7w2l dim enemyP2=a dim enemyP3=b dim enemyP4=c dim enemyP5=d dim enemyP6=e dim enemyP7=f dim enemyP8=g ; Note: Above must be sequential for "trick" dim trick=t NUSIZ2=$02: NUSIZ4=$02: NUSIZ6=$02: NUSIZ8=$02: enemyP8=2: enemyP6=2: enemyP4=2: enemyP2=2 NUSIZ3=$06: NUSIZ5=$06: NUSIZ7=$06 enemyP7=7: enemyP5=7: enemyP3=7 DF6FRACINC=255: DF4FRACINC=255: DF0FRACINC=255: DF1FRACINC=255: DF2FRACINC=255: DF3FRACINC=255 ; Backgrnd colors.; PF colors.; Column 0. ; Column 1. ; Column 2. ; Column 3. drawscreen ;******************************************************************************************************************************************** ; ; missile0 collision check. ; ;``````````````````````````````````````````````````````````````` ; Checks for missile0 collision with other 8 sprites, reflected. ; As above, outside game loop, NUSIZx x=2 thru 8 ; Sprites 2, 4, 6, 8 are double, medium. ; Sprites 3, 5, 7 are triple, medium. ; if !collision(missile0,player1) then goto __Skip_m0_Collision if (missile0y+4)>=player2y && missile0y<=(player2y+4) && missile0x >=player2x && missile0x <= (player2x+64) then trick=0: goto whichCopy2 if (missile0y+4)>=player3y && missile0y<=(player3y+4) && missile0x >=player3x && missile0x <= (player3x+72) then trick=1: goto whichCopy1 if (missile0y+4)>=player4y && missile0y<=(player4y+4) && missile0x >=player4x && missile0x <= (player4x+64) then trick=2: goto whichCopy2 if (missile0y+4)>=player5y && missile0y<=(player5y+4) && missile0x >=player5x && missile0x <= (player5x+72) then trick=3: goto whichCopy1 if (missile0y+4)>=player6y && missile0y<=(player6y+4) && missile0x >=player6x && missile0x <= (player6x+64) then trick=4: goto whichCopy2 if (missile0y+4)>=player7y && missile0y<=(player7y+4) && missile0x >=player7x && missile0x <= (player7x+72) then trick=5: goto whichCopy1 if (missile0y+4)>=player8y && missile0y<=(player8y+4) && missile0x >=player8x && missile0x <= (player8x+64) then trick=6: goto whichCopy2 goto __Skip_m0_Collision whichCopy1 temp2=enemyP2[trick] on temp2 goto __Skip_m0_Collision which7w1 which7w1 which7w2r which7w1 which7w2w which7w2l which7w3 which7w3 if missile0x <= player2x[trick]+8 then NUSIZ2[trick]=$02: player2x[trick]=player2x[trick]+32: enemyP2[trick]=3 if missile0x >= player2x[trick]+32 && missile0x <= player2x[trick]+40 then NUSIZ2[trick]=$04: enemyP2[trick]=5 if missile0x >= player2x[trick]+64 && missile0x <= player2x[trick]+72 then NUSIZ2[trick]=$02: enemyP2[trick]=6 goto resetMissile0 which7w2r if missile0x <= player2x[trick]+8 then NUSIZ2[trick]=$00: player2x[trick]=player2x[trick]+32: enemyP2[trick]=1 if missile0x >= player2x[trick]+32 && missile0x <= player2x[trick]+40 then NUSIZ2[trick]=$00: enemyP2[trick]=2 goto resetMissile0 which7w1 if missile0x <= player2x[trick]+8 then player2y[trick]=200: enemyP2[trick]=0 goto resetMissile0 which7w2w if missile0x <= player2x[trick]+8 then NUSIZ2[trick]=$00: player2x[trick]=player2x[trick]+64: enemyP2[trick]=1 if missile0x >= player2x[trick]+64 && missile0x <= player2x[trick]+72 then NUSIZ2[trick]=$00: enemyP2[trick]=4 goto resetMissile0 which7w2l if missile0x <= player2x[trick]+8 then NUSIZ2[trick]=$00: player2x[trick]=player2x[trick]+32: enemyP2[trick]=2 if missile0x >= player2x[trick]+32 && missile0x <= player2x[trick]+40 then NUSIZ2[trick]=$00: enemyP2[trick]=4 goto resetMissile0 whichCopy2 temp1=enemyP2[trick] on temp1 goto resetMissile0 which2w1 which2w2 which2w2 if missile0x <= player2x[trick]+8 then player2x[trick]=player2x[trick]+32: enemyP2[trick]=1: NUSIZ2[trick]=$00: goto resetMissile0 if missile0x >= player2x[trick]+32 && missile0x <= player2x[trick]+40 then enemyP2[trick]=1: NUSIZ2[trick]=$00 goto resetMissile0 which2w1 if missile0x < player2x[trick]+8 then player2y[trick]=200: enemyP2[trick]=0 goto resetMissile0
  9. I am having an issue with reading if a playfield pixel is on using bBasic and the DPC+ kernel. I have a playfield that is 32x44 pixels (each 4x4). There is color banding such that each even row (starting with 0, TOP) is the same color, and each odd row (starting with 1, BOTTOM) is another color. Each playfield pixel I am interested in is 4x8, consisting of a top colored one color, and a bottom of a different color. What I am trying to do is check if either the TOP or BOTTOM of a playfield pixel is already turned on. If it is, then get another random pixel. The code bellow will eventually fill the screen, and will loop endlessly searching for an unfilled bottom playfield pixel. I have a similar subroutine for the pfpixelTOP, but when the TOP pixel is already filled in, the code below doesn’t recognize it is already filled in, and fills in the bottom anyway. What am I doing wrong for the check top and check bottom already filled pfread calls? Is there a way in Stella to debug the DPC+ ram values or bBasic (I.e. could I assign temp5 to a bBasic variable or read/display the pfpixels status var000-var127?) __mainLoop gosub __fillPlayfield ; playfield is 32 x 44 ; each pixel is 4x4 DF6FRACTION = 128 DF4FRACTION = 128 DF0FRACINC=64 DF1FRACINC=64 DF2FRACINC=64 DF3FRACINC=64 drawscreen goto __mainLoop __fillPlayfieldBottom __checkPFBottom ; get random X pixel range 0-31 temp3 = (rand & 31) __nextVert ; get random bits covering Y range ; only need 22, since each pfpixel consists of top+bottom temp5 = (rand & 31) ; outside random range for bottom 1-43 if temp5 > 21 then goto __nextVert temp5 = (temp5 * 2)+1 ; check bottom already filled if pfread(temp3,temp5) then __checkPFBottom ; check top already filled if pfread(temp3,temp5-1) then __checkPFBottom ; not already filled, so fill it pfpixel temp3 temp5 on return
  10. What is temp7's purpose when bankswitching? .L08 ; goto _bank2 bank2 sta temp7 lda #>(._bank2-1) pha lda #<(._bank2-1) pha lda temp7 pha txa pha ldx #2 jmp BS_jsr BS_jsr lda bankswitch_hotspot-1,x pla tax pla rts It looks to me like it's just used to push what's currently in the accumulator to the stack, and that you also push x to the stack, is that just so you can continue your code in another bank? There's no way to ldx or lda (without also assigning it to a variable) in bB, and even if there where, wouldn't it be faster to just sta temp1 stx temp2 and load them after the bankswitching lda temp1 ldx temp2 If I don't need to keep what's in a and x would this work lda #>(._bank2-1) pha lda #<(._bank2-1) pha ldx #2 lda bankswitch_hotspot-1,x rts Just tried it and I got error: Unknown Mnemonic 'bankswitch_hotspot-1,x'. Is bankswitch_hotspot a table? I can't find it anywhere.
  11. Here's some bB examples of stuff that's not easy to figure out, so might save somebody some time. Change color behind score without minikernel CHANGE_COLOR_BEHIND_SCORE.bas Change scorecolor SCORE_COLORCYCLE.bas Change playfieldcolor on any row/rows you want CHANGE_PLAYFIELD_COLOR.bas Change backgroundcolor on any row/rows you want CHANGE_BACKGROUND_COLOR.bas I'll try and come up with some more.
  12. Hi all, I just wanted to share a new homebrew I just finished up - Bit quest II. If you played the original, then I would say Bit Quest II is a logical evolution of that idea - it's much bigger and has more variety. It's an adventure-type game with an overworld and several dungeons with hidden items. It's sort of inspired by the original Zelda, along with games like Venture and Adventure for the 2600. It also incorporates a lot of feedback I received around the original. In any case, hope you enjoy! Some notes: * Joystick to move, fire button to attack. (Full instructions included) The premise is, the hero from the first Bit Quest is captured, so you have to rescue him. There are 4 keys hidden throughout the world which will unlock the final dungeon. * Uses DPC+ so you'll need to play in a compatible emulator, like Stella. * Max hearts can be increased by finding heart containers, and you can continue after a game-over. * (NEW) Sub-screen with Game Select switch Attached are some screenshots, and the download link is below. If you're interested in checking out my other homebrews including the first Bit Quest, my Atari page is here: http://atari.metalbabble.com/ Thanks & have fun! UPDATE: I've made a few tweaks to the game since the initial post, thanks to some great ideas and feedback. I'm taking the attachments off the post - to help streamline things. The up-to-date latest version of the ROM is up on my site. Direct download link below: ** CLICK HERE TO DOWNLOAD **
  13. Hi All, I've been trying to get brave enough to stick this game out into the ether. So here I am taking the plunge! It's basically my own take of the 8-bit game, Nadral. I did this purely for the pleasure of it (!) and to further my batariBasic skills. I didn't actually have any intention of sharing it with the world, but I figure nobody has tried to cram this game in to the Atari 2600 before! So it's not exactly a polished release... The game is called Oof Rescue! for reasons which I have explained in my blog. I hope it's okay to link to it from here? The binary is at the bottom of the blog: https://www.bpharoah.co.uk/oof-rescue/ Despite my best efforts to crunch the bytes down, I've pretty much filled up all the banks available. So the enemy AI is very basic. However, I did cram in 6 enemies, 25 maps, 8 levels and 412 rooms - so I'm pleased with that! Please be gentle with me! Edit: I've just got this working with Stellerator in the browser: Play Oof Rescue! oofescape.bas.bin
  14. [ON HOLD] So DionoiD has now released his WIP of Tower of Rubble and his take is amazing to say the least! Great visuals, music and game play really makes it a fantastic Atari 2600 conversion. So for now I'm going to leave this to one side - I might pick up the game to maybe do something different down the track. I'm also making the source code available if anyone wants to make use of anything. Tower of Rubble How long can you survive on the lethal TOWER OF RUBBLE as it crumbles and rebuilds itself around you? This is my first Atari 2600 game written batari Basic and DPC+ as a way of learning to code the Atari which I have recently returned to after a very long hiatus. I started coding just before Christmas so about 4 weeks worth of work so far. How to play Control the player with the joystick only (no fire button) moving left and right to run across the tiles and pushing up and down to climb. Learning to jump is key to surviving the tower and is essentially automatic: you jump off the edge and depending on whats in front of you, you will jump across and hang or drop and hang you can climb down backwards into a hanging position then move left/right to jump across (again depending on whats in front of you). there is a short jump (between 1 tile gap) and a long jump (between 2 tile gap). State of the game Currently a basic mechanics of the game is complete and the following is essentially complete: the player can run, jump, climb and hang around the main beam drops tiles randomly another beam destroys tiles and sends them crumbling into the water (moving from the outside-in) some basic sounds (walk, jump, death) pause game with Color/B&W button (press fire to continue) game currently ends and pauses for a period of time before returning to title screen (you can restart directly after a short pause here by pressing fire) I've had to work around a few things to keep the frames from jumping (hopefully!) There is still a number of things to finalise: test on real hardware (Harmony cart on it's way) balancing - game runs quite quickly ATM add some variation to the tiles (currently causing a few frame issues so not sure I will be able to do it) sound and music - always an issue for me but we'll see how I go! horizontal beam - will need to look at drawing this with the background (I believe?) - have about 900 bytes available in the bank I'm using for the beams. other beams - there are a couple of other beams which I need to investigate which drop and clear tiles slightly differently game over notification - still deciding on whether to add this as it will explain your death (would love to overlay but doesn't appear possible) any remaining bugs would love a 2 player version - I've partially coded it so this may be possible - not sure how may frames might be left though Feedback Any feedback would be very much appreciated. Real Hardware 17/01 - Currently it appears the game doesn't work on real hardware when launching off the title-screen (frame overrun) - will investigate. 18/01 - A build has been tested by @cimmerian which has fixed the launching issue but I still have a minor overrun with the crumbling beam to sort through 21/01 - This build should now run on hardware without any frame overruns [TBC] Downloads 20190121 - all frame overruns should now be removed (Stella is showing no overruns) as I've fully split the game initialisation (start) and beam completion (ie. main beam - adding tile, crumbling beam - removing columns) over multiple frames. This should set me up for adding the next horizontal beam (fingers crossed). towerofrubble.20190121.bin Older builds 20190117 - this release includes some sounds (Walk, Jump and Death), a number of optimisations to provide better/faster access to the ram bank, reduced cross-bank access (found 1 or 2 not required) and cleaned up a lot of no longer used code. The game runs a lot smoother and seems to have removed most/all frame overuns (finger crossed). towerofrubble.20190117.bin 20190115 - Initial WIP release towerofrubble.20190115.bin
  15. Here's a first draft of LumaBoost in bB, it can be used for other things to as it allows you to change graphics and colors very easily. I will continue to update it and make it more usefull. Hopefully someone figures this out so we don't have to do all the overlap checking again. I made the LumaBoost very exagerated so it's noticable. NEW VERSION LumaBoost example 2019-02-05.bas OLD VERSION: using the same high pointer didn't work for all players LumaBoost example 2019-01-10.bas LumaBoost example 2019-01-10.bas.bin
  16. Unfinished (way unfinished)... Posting my first attempt at this song, don't know if it will be fixed or final before Christmas. This uses the Pitfall II type of 3-channel music, with notes in tune. DPC+ needs Stella 3.1 or newer for emulation, Oops, Harmony or Harmony Encore 2600 cart for real hardware will not work as I did not merge it with the header.. Thanks to Supercat via SpiceWare for this assembly routine. It has a nice vibrato effect, a little bit better than Stay Frosty 2 as this is just doing the tune and a simple sprite display and not an entire game engine logic. DPC+ music has to be done in assembly as no kernel has been made for batari Basic. I got the color changed, and tried to have the display flip (so it is more tree-like), but no luck with my newbie asm skills! Joystick speeds it up, but default 0 is already quite fast. SilverBells2600.bin Merry Christmas to all here that celebrate it, and Happy Holidays to everyone else!
  17. I've been trying to figure out how to use the DPC+ kernel, so I tried compiling the .bas for one of the example programs I found on Random Terrain's website. I can compile and run the code, but I am presented with a blank screen with two lines (see attached screenshot). I've been having the same problem with multisprite programs as well (same blank screen with two lines). I thought that it might be my emulator at first, but I can run the .bin version without any issues. I'm a noob so I'm out of troubleshooting ideas...does anybody know what I'm doing wrong (its probably something silly)? Thanks for the help! mini_ex_dpcfrac.bas
  18. Hello all, I'm wondering if there are any clever workarounds to the flicker that occurs when two virtual sprites overlap in the DPC+ kernel. For some parts of my game, I have the sprites on separate rows, so that's not a problem. But on several stages, the player (player0) needs to touch a goal sprite (player2) that's fixed in position while player1, an enemy, can chase player0 all over the playfield. So inevitably player1 and player2 will overlap at times. I tried alternating drawing player1 and player2 each frame, but that only induced a perma-flicker. (Is that what bB is doing to make the flicker in the first place?) My guess is that there's no way around this, but I thought I'd ask. Thanks for any advice!
  19. in the standard kernel rand produces a jsr to randomize and produces a new number with the DPC+ kernel it just loads rand unless you've specified inline rand so how often does DPC+ update rand? or does DPC+ not touch rand at all?
  20. Ideas I just had to get out. Quick mock-up. Would be a great AtariVox+ game, because the Arcade version talks a LOT. Thanks again to RT and his website for the start of virtual player collision detection!!!! I could not find any info on what is commonly done like in 2600 Space Invaders - where it detects a collision with a copied sprite, and then how you have to shuffle things around depending on the order you shoot the triple or double copies. Shows I got it to work. Also the 1 pixel fuel decay using PF blocks and the ball. I found that a cool trick. Also thought about just a playfield block going from 4 high to 3, 2, 1, 0 and then decay the next one, and so on.
  21. A lot of us 7800 fans hold the POKEY up in high regard because it's the sound chip we feel should've been standard with the 7800 in the first place or Atari [inc/Corp] should've included it in more titles. There's mods to add it to our 7800s, the Concerto, or a big reason to support the XM. However, the number of available POKEYs for use are dwindling and we have to compete with Atari arcade collectors and A8/5200 owners for those supplies. And the HOKEY solution hasn't been perfected yet. So why not use the DPC/DPC+ instead? It has an authentic Atari - via Activision - pedigree and receives support from the 2600 homebrew scene. Looking back, I'm rather dumbfounded why as to Activision didn't use their own chip in their post-Pitfall II 2600 - and 7800 - releases other than them pinching pennies. Same goes for Atari Corp. Thoughts?
  22. Building on the "Flicker 5 colors from 3" topic: http://atariage.com/forums/topic/229091-flicker-5-colors-from-3/?p=3059920 I decided to do the gameplay music in TIA (stereo) to see how bad it sounds. (That, and I'm obsessed with all things Mappy. ) Turns out I think is very good, especially for the out-of-tune TIA sound. Only a few slightly-off notes and a few dropped notes in the entire piece. (By slightly-off I mean obvious sour notes, because almost all 2600 notes are out-of-tune to start.) The music is about 1 minute 20 seconds. Originally it took all of 4K, but through optimization I got the data down to 1,496 bytes! This whole demo could be done in 4K, but I compiled it with DPC+ bank-switching, just because that it what I usually work in, and if I ever make this into a flickery-mess of a game, I'll probably use DPC+. The 2nd channel can be used for game sound because even off the tune still holds up. I decided to try fading the notes with reducing the volume, and by "happy accident" got the ragtime tremolo (shaking volume)!! You can look at the source code, but I optimize it this way: Take out all the volume data and duration data. Those values can be fixed (or with volume, changed in program loops). That cuts the data in half. Since the Control is mostly 12 (pure lower), I have both channels set to 12. When it needs changing to a 4 (or the few 1's), I do an if/then check. Since the Frequency can also be a value of 4, I replaced all the Channel 4's in the data with 42. That saves 200+ bytes. When it needs to be 0 (silent) I check for that also, just set the Control to 0 (silences everything better than setting volume to 0) and skip setting a frequency. Then there are all those f'n zeros!!! More than 900 of them! More than half of the remaining data was 0's. It is like you are always telling the sound channels to shut up over and over. The final thing I thought up is a kind of pause check. If both channels are silent, twice, I replaced the 0,0,0,0 with 67 and set the Control to 0, the volume up (to reduce popping noise), and double the duration, and skip everything else. (I guess you could reduce the data even more with finding the segments that repeat and have that data only once. It sounds like the first part repeats three times in the piece.) Mappy_TIA_MusicTitleDemo_Stereo2015.bas.bin Mappy_TIA_MusicTitleDemo_Stereo2015.bas
  23. From the album: 2600

    Mappy layout Arati 2600.
  24. If you like 2600 demos and don't visit the batari Basic programming section, you may have missed this. I decided to see how the TIA would fare for the arcade game Mappy's ragtime music, expecting it to be missing important notes and range. I was surprised at how well it turned out! Let me know what you think. http://atariage.com/forums/topic/233403-mappy-tia-music-demo-enjoy/?p=3150703 This is the Atari TIA built-in sound, no DPC+ tricks, however this is a DPC+ bank switching rom. It could be a 2K or 4K rom, minus the detailed Meowky, but my environment was set to build DPC+ and I wanted to attach the sound to some kind of video display and I already had this 30 frame flicker for 5 colors made in DPC+. Newer Stella and Harmony Cart.
  25. From the album: 2600

    Mappy sound demo attached to this color flicker screen demo.
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