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Found 11 results

  1. OK, here is another, you probably can't do that, question. 1st off, I am writing this program (Parsec 2600) in the standard 8k kernel because I want to flash the ROMS myself just to see if I can. never did that before so i thought i start off simple. Now back to the question. I have set up a multicolored playfield with pfcolors: What I want to do is change the color of one line at a time without having to do another pfcolors: since I have no idea what the color change will be on the various lines. If i had to use pfcolors: every time I would have to have about a dozen different pfcolors and choose which one to use every game cycle. my theory is i can POKE a value into the one line I want to change the color. but i don't know where to POKE or if batari will override the value. any ideas or am i totally off base. thx, HLO
  2. Hello. Using batari basic, I pfscroll down for a graphical effect. Number of scrolls down is random and varies according to input. On a new screen I attempt to draw a new playfield, but now it is mis-aligned because I scrolled it previously. How can I reset the starting playfield blocks to their default position without having to know the exact number of times they were scrolled? Is this possible to do in batari? Please help.
  3. Right now im trying to figure out why my scrolling field doesnt include the entire playfield? I have the pixles at 88 high, but when I use scrolling. Only the first screen scrolls over and over? not the entire playfield? 2, without a multikernel sprite option. How can i make my playfield a little more detailed? I tried using pfcolors, but it still isnt what I want? Thanks for any help.
  4. I need help making my Playfield walls solid so my two sprites (player0 and player1) can not go through them, just like in Pac-Man and Maze Craze. That would be awesome. I will leave my current code so anybody can help. Thank you so much! P.S I'm new to batari basic. default.bas
  5. The title speaks for itself. I'm having trouble creating a play field in a multi-sprite kernel. I code in the first half of the field, but it compiles into a confusing mess of play field blocks - no apparent rhyme or reason to it.
  6. I have a game that utilizes the pfcolors kernel. I cannot get the entire playfield to flash the "chalice" colors unless I disable the pfcolors kernal. For example, if I have this inside my loop: y=y+2 COLUPF = y with the pfcolor kernal activated, the playfield will not cycle through the colors except for a very thin line at the very top of my playfield. That thin line will cycle through the colors at the top of the screen. Then if I put the variable 'y' in the spots that specify colors for each playfield row like this: pfcolors: y y y y y y y y y y y y y y end ... Everything is turned one solid color Is there some way to get the flashing colors on the entire playfield while using the pfcolors kernal?
  7. The title speaks for itself. I'm having trouble creating a play field in a multi-sprite kernel. I code in the first half of the field, but it compiles into a confusing mess of play field blocks - no apparent rhyme or reason to it.
  8. Hi This is a bit of a strange question. I am attempting to make a vertical scrolling play field and I have managed to get something very similar to what I need but I am not 100% sure how I have done it. In my code below I can not work out why the play field is scrolling. I would expect it to be static, the same in every frame based on my current understanding. Can anyone tell me why this is rolling and point me in the direction as to how I may control the speed of this scrolling. Maybe I have miss understood the cycle count and so I am on multiple scan lines? I do see a little glitch in the debugger. Here is my sample code: processor 6502 include "vcs.h" include "macro.h" PATTERN1 = #%00110000 PATTERN2 = #%01111000 StartCount = 0 CURRPF = 1 SEG ORG $F000 Reset ldx #0 lda #0 Clear sta 0,x inx bne Clear ;one time set up lda CURRPF ;set up the PF to mirror sta CTRLPF ;set up the PF to mirror ldy StartCount ; set to 0 lda PATTERN1 ;load part one of the patern. sta PF0 ;load part one of the patern. lda #$55 ;set the colour sta COLUPF ; set the colour StartOfFrame lda #0 ;2 sta VBLANK ;3 lda #2 ;2 sta VSYNC ;3 sta WSYNC ;3 sta WSYNC ;3 sta WSYNC ;3 ldx #0 ;2 VerticalBlank sta WSYNC ;3 inx ;2 cpx #37 ;3 bne VerticalBlank ;3 Picture sta WSYNC ;3 3 cpy #20 ;3 8 bcc ShowPathern2 ;2 10 lda PATTERN1 ;3 13 sta PF0 ;3 16 cpy #40 ;3 19 beq ResetPFDraw ;2 21 iny inx ;2 23 cpx #192 ;2 25 bne Picture ;2 26 sta VBLANK ;3 29 ldx #0 ;2 31 ldy #0 ;2 33 ShowPathern2 iny lda PATTERN2 ;3 3 sta PF0 ;3 6 inx ;3 9 cpx #192 ;2 11 bne Picture ;2 13 sta VBLANK ;3 ldx #0 ;2 ldy #0 ;2 ResetPFDraw ldy StartCount ;3 3 inx ;2 5 nop ;2 7 cpx #192 ;2 9 bne Picture ;2 12 sta VBLANK ;3 ldx #0 ;2 ldy #0 ;2 Overscan sta WSYNC inx cpx #30 bne Overscan jmp StartOfFrame ORG $FFFA InterruptVectors .word Reset .word Reset .word Reset END I have attached the bin file also. pftest.asm.bin
  9. Hi, I want to know what you guys think about the current title screen layout. Out of 5, 1 being terrible and 5 being excellent vote in the poll above and let me know what you think. I know it's basic with a single color but, I'm not good at making insane title screens like you guys. Also this is must a rough draft then the final build. I may add colors latter.
  10. Can anybody help me make my player0, and player1 collide with the playfield in Batari? I will attach my code. If you can help me, that would be great! Editing my code, would be even better! Thank you very much! fnafmusic.bas
  11. I'm building an Adventure-ish game in Batari BASIC. How do you add multiple screens?
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