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Found 6 results

  1. I'm trying to make a sample game with 3 or 4 sprites. The problem is the character collision with floor is not very precise when it comes to gravity (pfread function). I have seen in similar threads that you have to divide by a specific number depending on width and height, but i can't get it correctly. I use multisprite kernel with pfread. Here's what i got so far: Sample.bas Sample.bas.bin Any suggestions? Thank you.
  2. Hello everyone, I'm working on a project and I have a few questions: First, take a look into this code: As you can see, I'm loading X with #48, because the shape & color tables have 48 values each, this is the result: Now to the questions: 1. If I use #96 instead of #48, how do I update the Playfield only every 2 values? (What I'm trying to ask here is how do I modify the #48 and use #96 but still get the same results? So I can draw sprites using the #96 loop). 2. Is it still possible to draw sprites (Player/Ball) using that amount of resources in the Kernel? (Updating the PF & BK like in the code above). Thank you.
  3. I'm sure this has been asked a dozen times before, but I tried searching the forums to no avail. If you want to create a 96-pixel display (perhaps for a 12x 8-pixel-wide character display), you might set NUSIZ to 3-copies-medium for something like this: P0 - P1 - P0 - P1 - P0 - P1 - (the dashes represent 8-pixel-wide spaces) Then, on the next scanline, you would shift P0 and P1 eight pixels to the right: - P0 - P1 - P0 - P1 - P0 - P1 Then you would shift back to the left for the next scanline. Classic venetian blinds effect. So my question is this. How do you deal with the problem of only being able to HMOVE 7 pixels to the left per scanline when you need 8 pixels? Do you need to perform a shift on the graphics to fake it? (...if you have enough cycles, otherwise you would need a second graphics table that is already shifted). That could work for a character display because there are spaces between letters. But is there a better way to do this, especially if you need to use all 96 pixels without any blank spaces? Do you need to strobe the RESPx registers in order to do this? That's the only other way I can think of that might work, but I'm not sure, I haven't done any of that yet. I don't have any example code yet. I simply set up the players and NUSIZ, but that's it, no graphics or HMOVE's yet. I'm just trying to figure out the best way to do it now rather than going down a few dead ends.
  4. Hello there, I'm new here and new to Atari dev, but not new to 6502 assembly. That being the case, I am focusing a lot on the architecture of the TIA and the complexities of writing a decent kernel. After reviewing this site's 2600 101 tutorial, I am a bit confused on the "dos and dont's" of when exactly to perform certain functions. The examples given define what the TIA is doing, but I am hoping for a more comprehensive workflow so that I can visualize when it is best to perform game logic. In the NES world, you are a bit more shileded from TV protocol. For instance, when the TV hits VBLANK, you automatically go into an NMI. I use this time to handle all of my drawing and the main game loop for my logic. I'm happy to not use interrupts for a change, but I don't fully grasp WSYNC or HBLANK and what have you. I guess what I'm asking for is a better kernel example with documentation that provides best practices. Later down the line, I will develop my own tricks, but I would rather not reinvent the 30 year old wheel
  5. Is there a good summary of the various bAtari kernels and their strengths and weaknesses somewhere? I have to believe there is... but my search is coming up empty. Thanks so much.
  6. I made a silly no-goal game for my son to play. It stars him as a little astronaut collecting moonrocks. I'd like some music in it someday, which I'm working on, but I really need help with the titlescreen kernel. My other silly no-purpose game featured a standard kernel playfield-based title screen, but after looking into the titlescreen kernel, i'd really like to incorporate it into this game. if anyone wants to help me build it onto this code, i'd be totally stoked. attached is the game .bas, and 3 image files I'd like on the title screen. i've dedicated the last day of vbB use trying to figure out this thing, but it just isn't compiling, no matter which build i use or which version of the kernel i use. the wizard produces code, but won't compile. bah! alternately if anyone can give me a .zip of an install directory package that has a working titlescreen wizard and working sound/music generator that runs under x64 windows, i'd be able to work on this myself i think. Moon.bas logo.bmp copyright text.bmp
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