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Showing results for tags 'batariBasic'.
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For anyone interested, I've made a little command line tool called pngParse that reads a palette png image and a sprite png image and outputs sprite table data formatted for batariBasic or 6502 ASM. bBpP_1.0.0.zip Notes on use: pngParse doesn't approximate colors: it identifies colors between the sprite image and the palette image by comparing r/g/b values, so for your sprite image to accurately be parsed, its colors must exactly match the colors in the palette. pngParse can take custom palettes of 8x16 pixels. Palettes for NTSC and PAL are already included in the attached zip file. if you don't specify a custom palette file, pngParse will expect to find ntsc.png or pal.png (depending on the -P flag) in the same directory. Output will go to output.txt by default. Sprite images must have a width divisible by 8. Sprite images wider than 8 pixels will be parsed as a separate sprite, so you can input a 64x13 pixel sprite sheet and pngParse will output 8 8x13 pixel sprites. Flags: -s "spritesheet.png" Specifies the input spritesheet (required). -p "secam.png" Specifies the input palette image (ignores the -P flag) -o "spriteData.txt" Specifies the output file (output.txt by default) -P Uses the PAL palette (NTSC by default) -D Formats output for the DPC kernel (standard kernel formatting by default) -A Formats output for 6502 ASM (batariBasic formatting by default)
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.