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Atarius Maximus

Code Snippets & Samples for bB Beginners

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Would someone please offer me some .bas examples of playfield resolutions? I can't figure out how to change the size of the playfield blocks, and I know it should be quite simple. Also some DPC+ .bas examples/tutorials would be much appreciated. Thanks.

 

I wonder if these links would be helpful:

 

randomterrain.com/atari-2600-memories-batari-basic-commands.html#faq_playfield_pixels

 

The bB page will eventually have more DPC+ example programs as I and other people find time to make them, but this is all the bB page has so far:

 

randomterrain.com/atari-2600-memories-batari-basic-commands.html#expro_dpc

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First of all, Atarius Maximus, thank you so much for these examples. I have saved them and will refer to them as I'm learning Batari Basic and Atari programming in general.

 

I know this is a super old thread, so maybe you aren't following it anymore, but just in case, I thought I'd put in my request.

 

I've asked in another thread about how to display multiple copies of a sprite on the screen in a singe frame. Asteroids is my favorite example. It uses p0 to represent an asteroid, and at a single time, it will draw a large, a medium, and a small asteroid, all moving independently of each other. Other's have very kindly and clearly explained that you can display p0 and then change it's x coordinate, and then display it again, and then again and again. In theory, that makes sense to me, but I haven't found a tutorial or examples of that yet, and in my code, it seems to only display the last placement, ignoring the previous placements. Would you mind creating an example of how to display a single sprite multiple times in the same frame?

 

Thanks.

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Here is a fantastic BASIC Programming video I shared on the Programming Forum that is great for learning to write games with batari BASIC, SuperCharger BASIC or even the classic Atari 2600 BASIC Programing Cart - the programmer walks you through writing a short Pong game in BASIC. How to reduce flicker in BASIC and other concepts applicable to Atari 2600 programming are covered as well.

 

Interesting Trivia: the earlier ZX-80 was much like the Atari in the respect of having to write gameloops that ran in the vertical blanks in order to avoid screen roll, a command for this was added to the ZX-81 BASIC ROM:

 

 

 

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1 hour ago, rd80sguy said:

Is it possible to use Batari Basic to generate text like this?

 

text.png

I assume you mean on the game screen below the play area? The Atari doesn't know anything about text, but you can use the Bitmap Minikernel to display a small image that has the text that you want to display.

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On 1/9/2021 at 7:23 PM, Karl G said:

I assume you mean on the game screen below the play area? The Atari doesn't know anything about text, but you can use the Bitmap Minikernel to display a small image that has the text that you want to display.

Well yeah i know that the 2600 can create a character set like say the NES can for example, but the problem is im trying to do this with the Batari Basic interface with 8bitworkshop and it doesnt have the same type of kernel cappabilities that the normal Batari Basic can. i have tried to load images with the tool your talking about but every time i hit the MAKE BAS. button it just crashes.

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39 minutes ago, rd80sguy said:

Well yeah i know that the 2600 can create a character set like say the NES can for example, but the problem is im trying to do this with the Batari Basic interface with 8bitworkshop and it doesnt have the same type of kernel cappabilities that the normal Batari Basic can. i have tried to load images with the tool your talking about but every time i hit the MAKE BAS. button it just crashes.

Yeah; it looks like with batari Basic projects on there, it doesn't give you the ability to add files to your project, which means you can't do includes for minikernels like this one. I recommend checking out Atari Dev Studio instead of using 8bitworkshop:

 

 

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