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Honeycomb Rapture (RGPC)


Opry99er

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Looking into it right now. Why do you have line 760 inside the loops ? It makes it very, very slow ! Probably a typo !?

 

750 FOR R=0 TO 1 :: FOR C=0 TO 5
760 CALL HCHAR(1,1,136,224)
770 DISPLAY AT(R*3+19,C*4-R*2+5):SEG$(A$,1,3+R);
780 DISPLAY AT(R*3+20,C*4-R*2+5):SEG$(B$,1,3+R);
790 DISPLAY AT(R*3+21,C*4-R*2+5):SEG$(C$,1,3+R);
800 NEXT C :: NEXT R

Edited by sometimes99er
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It's not inside the main loop.  The main loop starts at the CALL LINK ("MUSIC").  That HCHAR in there is displaying the Honeycomb replacement, asterisk.... After a collision or a coinc with the asterisk, the GOTO at the end of both detection routines specifies that the program return to line 910 or

something like that.... Otherwise, the flower draw would be in the main gameloop too, ( LINEs 770 to 800) and that would slow it up alot more than one CALL HCHAR statement. Maybe I'm wrong here, but I'm pretty sure the main loop doesn't start until CALL LINK("MUSIC"). Isn't that correct?

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Nah, CALL HCHAR(1,1,136,224) is putting chr 136 in the top 7 lines (32*7=224).

And you’re doing this 12 times (inside the loops) ...

 

Try this

 

750 CALL HCHAR(1,1,136,224)
760 DISPLAY AT(19,3):RPT$(SEG$(A$,1,3)&" ",6);
770 DISPLAY AT(20,3):RPT$(SEG$(B$,1,3)&" ",6);
780 DISPLAY AT(21,3):RPT$(SEG$(C$,1,3)&" ",6);
790 DISPLAY AT(22,1):RPT$(A$,7);
800 DISPLAY AT(23,1):RPT$(B$,7);
801 DISPLAY AT(24,1):RPT$(C$,7);

 

:)

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And yea, that was supposed to be before the R and C loop set.... Typo fo sho. :). I was looking at the incorrect line number when I put that in.... And yea, it speeds the screen draw up a ton. Thanks for the optimization.... I tend to miss little things like that until the project is almost done and I say, "XB isn't THIS slow, is it?". And then I find these stupid mistakes. :).

Edited by Opry99er
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750 CALL HCHAR(1,1,136,224)
760 DISPLAY AT(19,3):RPT$(SEG$(A$,1,3)&" ",6)&SEG$(A$,1,2);
770 DISPLAY AT(20,3):RPT$(SEG$(B$,1,3)&" ",6)&SEG$(B$,1,2);
780 DISPLAY AT(21,3):RPT$(SEG$(C$,1,3)&" ",6)&SEG$(C$,1,2);
790 DISPLAY AT(22,1):RPT$(A$,7);
800 DISPLAY AT(23,1):RPT$(B$,7);
801 DISPLAY AT(24,1):RPT$(C$,7);

Try the above. There's the extra flowers. Unfortunately DISPLAY will not allow use of first two and last two columns. I’ve pushed it as far as it goes. And even drawing the flowerbed without loops. RPT$ repeats a string. Syntax: RPT$(string,count)

 

:D

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Thanks brother... :) Im working to understand the equations so I can interpret them and use them later in different programs. I almost failed high school algebra and never did a lick of math until I started Lemonade Stand.... I'm in "remedial math" mode. My love for the TI caused me to delve into my least favorite subject in the world... :). And i'm having a blast doing it.

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Well, my crappy NON-COINC misadventure is over. Next time there's an issue like this, check your "frameskip" settings. Ugh... days of wondering could have been fixed by looking at the most obvious solution in the book. Whatever. =) Anyway, honeycomb graphics will be up today... at least preliminary ones. Then the engine for keeping track of honeycomb COINCs and Boss stage. I'll need to use that good ol' SEG$ function again to draw the screen graphics... It's kinda cool, black screen with yellow honeycomb on the top and bottom of the screen... Your SPRITE versus several UFOs. =) hahaha!! This is getting ridiculous. People are gonna think I'm insane or on drugs when I put this insanity out. =)

 

Owen

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Got a character set problem... I've used all the character sets to define the flowerbed and sky.. I do not have one available for the honeycomb graphic... It needs to be (2,1) black on transparent... like a regular character set. I'm looking into moving some stuff around now. Here's the code for drawing it on a regular screen. =)

 

100 CALL CLEAR :: CALL SCREEN(11)

110 CALL CHAR(96,"0307000F1F003F7E017B3B011E0F0003C0E000F0F800FC7E80DEDC8078F000C0")

120 A$=CHR$(96)&CHR$(97)&CHR$(98)&CHR$(99)

130 DISPLAY AT(5,5):SEG$(A$,1,1) :: DISPLAY AT(6,5):SEG$(A$,2,1) :: DISPLAY AT(5,6):SEG$(A$,3,1)

140 DISPLAY AT(6,6):SEG$(A$,4,1)

150 GOTO 150

 

Probably not the fastest optimization... but it's there, and I'm learning SEG$ so be gentle. =)

 

Owen

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Getting down to it here... trying to find a way to fudge in another character set here... BASIC is more flexible than XB on character sets... The added SPRITE feature of the language comes at the price of losing a few character sets. Oh well. Currently I'm using every character set except the ones that contain capital letters. These I can't really touch, even though I DID use the last three characters, "X,Y,Z" as part of some graphics... Had to change some language in my prompts, as the word "READY" was in there... It looked like "READ**@" or something ridiculous. Anyway, we'll get er hammered out... Just need to get organized. Thanks all.

 

Owen

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Here's some new pix. Shame I can't post a vid here, but I'm still working on some stuff first. Here are two pix... sorry for the size... they're a little big for my taste as well. Anyway, the boss stage is really more of a bonus stage. These UFOs are flying in all different speeds, and your job is to "last" long enough to grab several tokens on the screen... which are not on the screen yet. Anyway, the score will be in the top yellow bar, and I have not been able to create a believeble "honeycomb mesh" graphic yet to look like a beehive. I had something, but it's dumb. Anyway, made some progress tonight... The killer bees on the main gamescreen speed up each time the player reaches the honeycomb. You must reach it 5 times to enter the comb and face the UFOs. After that, the bee speed (OR BSPD as the variable states) goes back to normal... (-15). Each level will increase in overall speed incrementally and points will also go up for honeycomb entry. Music will be fixed and implemented tomorrow probably. The music you hear during regular gameplay will actually be during the bonus stage and the main gamescreen music hasn't been coded yet. Also have to draw the "tree branch" the honeycomb is hanging from.... Character sets, character sets, character sets.... Need more colors!!! Anyway, Enjoy the pix AND the code snippit.... it's just a little taste of the bonus stage. Holla back

 

 

 

beeboss.jpg

 

beegamscreen.jpg

 

 

BOSS STAGE CODE (just a little taste... a little demo. see how long you can weave in and out...

 

 

100 CALL CLEAR :: CALL SCREEN(2)

110 CALL CHAR(100,"0F7840404140406221281452AC1308108080C82410884427118101030282FE00")

120 CALL CHAR(136,"FFFFFFFFFFFFFFFF")

130 CALL CHAR(56,"0000000103060C083F406A300F00000000000080C0603010FC02560CF0000000")

140 RESTORE 300

150 FOR SP=96 TO 132 STEP 4 :: READ SP$ :: CALL CHAR(SP,SP$) :: NEXT SP

160 CALL HCHAR(1,1,136,64)

170 CALL HCHAR(23,1,136,64)

180 CALL COLOR(14,12,1)

185 CALL SPRITE(#1,100,11,100,5)

190 CALL SPRITE(#2,56,16,70,220,0,-15) :: CALL SPRITE(#3,56,16,90,200,0,-20) :: CALL MAGNIFY(3)

200 CALL SPRITE(#4,56,8,110,230,0,-22) :: CALL SPRITE(#5,56,14,130,250,0,-25)

210 CALL SPRITE(#6,56,8,20,240,0,-30) :: CALL SPRITE(#7,56,10,40,245,0,-15)

220 CALL COINC(ALL,C) :: IF C=-1 THEN END

230 CALL JOYST(1,X,Y)

240 CALL KEY(1,KKK,SSS) :: IF KKK=18 THEN FG=1

250 CALL MOTION(#1,-Y*2.5,X*2.5)

260 CALL PATTERN(#1,Y*3+X+116)

270 GOTO 220

280 RESTORE 300

290 FOR SP=96 TO 132 STEP 4 :: READ SP$ :: CALL CHAR(SP,SP$) :: NEXT SP

300 DATA "000000783C1E4FE7E7FDFF03070F1E3C0000000000000181F15DF9C181000000"

310 DATA "0F7840404140406221281452AC1308108080C82410884427118101030282FE00"

320 DATA "31488780874023100B040100010204048C12E101E102C408F020800080402020"

330 DATA "01011324081122E4888180C040417F00F01E0202820202468414284A35C81008"

340 DATA "0000000001C221151521C301000000001C22418102145455555414028141221C"

350 DATA "040402010001040B102340878087483120204080008020D008C402E101E1128C"

360 DATA "3844828140282AAAAA2A2840818244380000000080C384A8A884438000000000"

370 DATA "100813AC52142821624040414040780F00FE8202030181112744881024C88080"

380 DATA "040402010001040B102340878087483120204080008020D008C402E101E1128C"

390 DATA "007F4140C0808188E4221108241301010810C8354A2814844602028202021EF0"

400 DATA 120,108,104,100,112,124,128,132

410 RETURN

Edited by Opry99er
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Got a character set problem...

When your Honeycomb is up and running in Classic99, and with Scroll Lock enabled, you can toggle the screen with the character set pressing F9. You should get something like this.

 

0053.png

 

It has the character set repeated 3 times. I put a grid on it (using a graphic application).

 

0054.png

 

Now I cropped (cut out) one set and limited it to the 14 sets available with XB.

 

0055.png

 

You could go further and prepare this for input in Grapefruit, but we’ll leave that for some other day. Anyways, this should give you a comprehensive view of your present layout. And maybe give reason for moving things around a bit to “get more out of the 14 sets” (if that’s possible).

 

Bottomline. Use F9 to quickly see if something could be reorganized. Kudos to Classic99.

 

:)

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Hey Codex... you paste that little snippit of code into Classic99 and give er a go? It's much cooler when you actually can feel the controls... Speeds of SPRITEs will have to be adjusted for difficulty, and the screen boundaries will be set, similarly to how it is in the main gamescreen. No wrapping in any direction this time... The tokens on the screen will add 50 or 100 points depending on which token you get... Also thinking about a "hyper-boss" stage, where you have 1 bee following you and it will be almost twice as fast... the goal is to collect 3 big black tokens before the pursuing bee catches you. I have a very cool program where I worked out the "follow" code. I'm pretty psyched about it. Anyway, try the code in Classic99 if you haven't already. =) Thanks for your encouragement. This game done by Valentines Day, and then it's on to the RPG. With the RPG, my challenges will be developing game engines, scoring engines, inventory engines... not speed and coincidences like this game. I'm looking forward to the change of "scenery" actually... Honeycomb has been a labor of love, but I'm loving it less and less the more I mess with it. That is a strange feeling, as I had an emotional attachment with "Lemonade Stand" from start to finish. Honeycomb is now just a burdensome task I need to finish. But since it feels like work, I'm treating it that way, and I've found that it enhances the speed of coding and the determination. I want that darn Mechatronics cart... I already have the manual for it, just need the cart. =) But if I don't win, I'm sure the person who wins it will put it to good use. I personally think Karsten's game is the most beautiful out of all the games, and Keith's is the most original. I'm just hoping mine will show well. =) Talk at ya soon

 

Owen

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That's the beauty of Classic99.... Instant gratification and the ability to try out other people's code without loading up a disk. :). I am glad you found the paste function easy to use... I often post pasteable code because I find it just as fun to copy and paste others' code as my own. Want to see something beautiful? Copy and paste the code Sometimes99er posted on it's own thread. You might have to pit it into notepad and separate the lines.... If I remember correctly it doesn't paste directly. But it takes 15 seconds to do and WELL worth it. The name if the thread is "Camellia sinensis". Sometimes99er is our resident "MOP". (Master of pixels). :)

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I might have this thing figured out... My cap letters and numbers are black with a cyan background.... What if I took a letter I am not using (like Q) and made it an empty space character.... Then display that as the first 224 characters on the screen. If that would work, then the 14th character set would be open for coloring.... As of now, my color for set 14 is a cyan foreground... The CHR$(136) character Definition is FFFFF...... All foreground. what if I did the inverse and displayed a blank character with a cyan background??? That would free up character set 14 for my tree branch.... What say you all?

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<<snip>>

You could go further and prepare this for input in Grapefruit, but we’ll leave that for some other day. Anyways, this should give you a comprehensive view of your present layout. And maybe give reason for moving things around a bit to “get more out of the 14 sets” (if that’s possible).

 

<<snip>>

 

well, I am hoping to learn all I can about all these tools. I am coding on an older version of Classic99 and it doesn't seem to have that function. I want all these graphics applications you use!! Some of them would make my life so much easier. :). Thanks for patterns.swf again.... Really helps. Let's get us an IDE Rollin!!!! :)

Edited by Opry99er
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I might have this thing figured out... My cap letters and numbers are black with a cyan background.... What if I took a letter I am not using (like Q) and made it an empty space character.... Then display that as the first 224 characters on the screen. If that would work, then the 14th character set would be open for coloring.... As of now, my color for set 14 is a cyan foreground... The CHR$(136) character Definition is FFFFF...... All foreground. what if I did the inverse and displayed a blank character with a cyan background??? That would free up character set 14 for my tree branch.... What say you all?

Yes indeed, maybe you could use @ (code 64) instead. Not clashing with any of the “ordinary” characters.

 

Ok, this maybe a bit extreme, but sometimes (mostly back in my XB heyday) I only needed to define 9 letters (AEFIOPRST) to get maybe: PRESS FIRE TO START - like only using 2 colorsets for all text in a game.

 

:)

Edited by sometimes99er
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I'll do that this morning, thanks.... I tried scroll lock both on and off... But no success either way. I DLed the newest version and was having a bit of .DSK access problems..... For some reason it would not load object files from an XB environment. I switched back to my older version to finish this game up.... Tursi has offered to help me debug it... I just haven't really had any time free to mess with it yet... :). I'll be drawing the tree branch today.... Watch for screen shots.

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I'll do that this morning, thanks.... I tried scroll lock both on and off... But no success either way. I DLed the newest version and was having a bit of .DSK access problems..... For some reason it would not load object files from an XB environment. I switched back to my older version to finish this game up.... Tursi has offered to help me debug it... I just haven't really had any time free to mess with it yet... :). I'll be drawing the tree branch today.... Watch for screen shots.

 

It could well be that the .DSK access problem is not bound to the XB environment only. Last week I tried to load an object file using Editor/Assembler #EA3.

At first I thought I screwed up big time, but switched to a previous classic99 version and that worked fine. Wanted to ask Tursi about it, but somehow got distracted again.

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Hey Filip... Have you pasted the UFO screen in Classic99? I just need to post a darn video.... :). I'll do that today. I'll have everything done today except for debugging and optimizing. The RGPC version will be considered BETA.... There's so much more I want to finish and create for this game before it's released out on disk. I might do a bundle package at the Fair this year.... Lemonade Stand and Honeycomb Rapture. :). Thanks for your accomodations Filip. I had hoped my forum on Opry99er would generate a bunch of interest in programming... But I am glad it happened SOMEWHERE. :). Long live Atariage programming forums!!!

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