babz #1 Posted March 28, 2011 hi- cna anyone help me to make a gameboy gmae for the atari? i luv the gameboy and atari and want to make my own game but dont know where to start k'thanks-bye!!!! Quote Share this post Link to post Share on other sites
+Random Terrain #2 Posted March 28, 2011 If you mean the Atari 2600, you can make your own Atari 2600 games using batari Basic: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html http://www.randomterrain.com/atari-2600-memories-batari-basic-vbb.html http://www.atariage.com/forums/forum/65-batari-basic/ Quote Share this post Link to post Share on other sites
babz #3 Posted March 28, 2011 lol!!!! sorry sometimes i txt to fast i dont want itfor my gameboy i want it for my atari but so it looks like a gameboy game thx 4 the links - istheir anything super simple like gamesald for atari? id like to finish it during sprng break k'thx-bye!!! If you mean the Atari 2600, you can make your own Atari 2600 games using batari Basic: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html http://www.randomterrain.com/atari-2600-memories-batari-basic-vbb.html http://www.atariage.com/forums/forum/65-batari-basic/ Quote Share this post Link to post Share on other sites
cd-w #4 Posted March 28, 2011 Do you have any previous programming experience? You can write games for the Atari 2600 in either batari basic or assembly language. There is a good tutorial for assembly language here to help you get started: http://www.atariage.com/forums/topic/47479-atari-programming-workshop-chapter-links/ What kind of games are you interested in writing? Chris Quote Share this post Link to post Share on other sites
babz #5 Posted March 28, 2011 i took a class in falsh where we learned actionscript lol!!!! j/k i want toremake my fave gamboy game but i want ito be surprise i have programing exp Do you have any previous programming experience? You can write games for the Atari 2600 in either batari basic or assembly language. There is a good tutorial for assembly language here to help you get started: http://www.atariage.com/forums/topic/47479-atari-programming-workshop-chapter-links/ What kind of games are you interested in writing? Chris Quote Share this post Link to post Share on other sites
babz #6 Posted March 28, 2011 hit reply sorry i taugt some cc classes in java used to know c# okay thx 4 the link-bye!!!! Quote Share this post Link to post Share on other sites
+Nathan Strum #7 Posted March 28, 2011 I'm not a programmer... but I've never heard of cc before. Quote Share this post Link to post Share on other sites
babz #8 Posted March 28, 2011 lol!!!! sorry cc= commnity college now I just teach intro to prog w visbasic :-( I'm not a programmer... but I've never heard of cc before. Quote Share this post Link to post Share on other sites
babz #9 Posted March 29, 2011 bataribasic isrreally great!!!! i definitly want to use it sometime but its kinda limting cuz want to write my own kernels so im going over andrewas turorials - theyre super-awesome!!! ;-D im sure ill have questions hope you dont mind youguys are the best!!! k'thanx-bye!!!! Quote Share this post Link to post Share on other sites
accousticguitar #10 Posted March 29, 2011 Actually, you can use assembly language any time you want in batari basic. Quote Share this post Link to post Share on other sites
babz #11 Posted March 29, 2011 i know ;-D but ireally want ti learn assmebly so i might aswell go 4 it all theway k'thx!!!! Quote Share this post Link to post Share on other sites
babz #12 Posted March 29, 2011 theres soooo much amazing info here on programing its hard to sort thru it all so im tyring to make a playfield display hello ;-D but its all jumbled up PROCESSOR 6502 INCLUDE vcs.h INCLUDE macro.h SEG CODE ORG $F000 Begin CLEAN_START Mainloop VERTICAL_SYNC lda #79 sta COLUPF ldx #0 Toploop sta WSYNC inx cpx #35 bne Toploop ldx #0 Hiloop sta WSYNC lda LetterH,X sta PF0 lda LetterI,X sta PF1 lda LetterY,X sta PF2 lda LetterA,X sta PF0 lda LetterEX,X sta PF1 inx cpx #7 bne Hiloop jmp Mainloop LetterH .byte %1010000 .byte %1010000 .byte %1010000 .byte %1110000 .byte %1010000 .byte %1010000 .byte %1010000 LetterI .byte %1110000 .byte %0100000 .byte %0100000 .byte %0100000 .byte %0100000 .byte %0100000 .byte %1110000 LetterY .byte %1000100 .byte %1000100 .byte %0111000 .byte %0010000 .byte %0010000 .byte %0010000 .byte %0010000 LetterA .byte %0100000 .byte %1010000 .byte %1010000 .byte %1110000 .byte %1010000 .byte %1010000 .byte %1010000 LetterEX .byte %0100000 .byte %0100000 .byte %0100000 .byte %0100000 .byte %0000000 .byte %0100000 .byte %0100000 ORG $FFFC .word Begin .word Begin what am i doing wrong?? :-\ thx!! Quote Share this post Link to post Share on other sites
babz #13 Posted March 29, 2011 my formating didnt work it was fine when I pastedit in :-( Quote Share this post Link to post Share on other sites
accousticguitar #14 Posted March 29, 2011 I'm running the board mobile skin here, but there should be a code box that you can enter the code in so it doesn't lose its formatting. Quote Share this post Link to post Share on other sites
babz #15 Posted March 29, 2011 super!!!! thx!!!!! PROCESSOR 6502 INCLUDE vcs.h INCLUDE macro.h SEG CODE ORG $F000 Begin CLEAN_START Mainloop VERTICAL_SYNC lda #79 sta COLUPF ldx #0 Toploop sta WSYNC inx cpx #35 bne Toploop ldx #0 Hiloop sta WSYNC lda LetterH,X sta PF0 lda LetterI,X sta PF1 lda LetterY,X sta PF2 lda LetterA,X sta PF0 lda LetterEX,X sta PF1 inx cpx #7 bne Hiloop jmp Mainloop LetterH .byte %1010000 .byte %1010000 .byte %1010000 .byte %1110000 .byte %1010000 .byte %1010000 .byte %1010000 LetterI .byte %1110000 .byte %0100000 .byte %0100000 .byte %0100000 .byte %0100000 .byte %0100000 .byte %1110000 LetterY .byte %1000100 .byte %1000100 .byte %0111000 .byte %0010000 .byte %0010000 .byte %0010000 .byte %0010000 LetterA .byte %0100000 .byte %1010000 .byte %1010000 .byte %1110000 .byte %1010000 .byte %1010000 .byte %1010000 LetterEX .byte %0100000 .byte %0100000 .byte %0100000 .byte %0100000 .byte %0000000 .byte %0100000 .byte %0100000 ORG $FFFC .word Begin .word Begin I'm running the board mobile skin here, but there should be a code box that you can enter the code in so it doesn't lose its formatting. Quote Share this post Link to post Share on other sites
babz #16 Posted March 30, 2011 little help? :-) Quote Share this post Link to post Share on other sites
cd-w #17 Posted March 30, 2011 little help? :-) Have a look at Nick Bensemas "How To Draw a Playfield" document. That should help you out. Chris Quote Share this post Link to post Share on other sites
babz #18 Posted March 30, 2011 thanx!!!! that was super heplful!!! k'so ive got a sprite on screen but only sort of dont know how 2 make it look like stuff yet PROCESSOR 6502 INCLUDE vcs.h INCLUDE macro.h SEG.U VARS ORG $80 position ds 1 SEG CODE ORG $F000 Begin CLEAN_START MainLoop VERTICAL_SYNC lda #44 sta TIM64T lda SWCHA and #%10000000 beq RightJoy lda SWCHA and #%01000000 beq LeftJoy jmp EndJoy LeftJoy lda position beq EndJoy dec position jmp EndJoy RightJoy lda position cmp #152 bcs EndJoy inc position jmp EndJoy EndJoy TopLoop lda INTIM bne TopLoop sta VBLANK sta WSYNC lda #230 sta TIM64T lda #$FF sta GRP0 lda #$DF sta COLUP0 lda position jsr XPos ScreenLoop lda INTIM bne ScreenLoop lda #35 sta TIM64T BottomLoop lda INTIM bne BottomLoop jmp MainLoop align 256 Fine .byte %01100010 .byte %01010010 .byte %01000010 .byte %00110010 .byte %00100010 .byte %00010010 .byte %00000010 .byte %11110010 .byte %11100010 .byte %11010010 .byte %11000010 .byte %10110010 .byte %10100010 .byte %10010010 .byte %10000010 FineEnd = Fine - 241 XPos sta WSYNC nop nop sec Div15 sbc #15 bcs Div15 tay lda FineEnd,Y sta HMP0 sta RESP0 sta WSYNC sta HMOVE rts ORG $FFFC .word Begin .word Begin Quote Share this post Link to post Share on other sites
babz #19 Posted March 31, 2011 k'so this is supposed to go 012345 nowwhat did i do? ithink its something to do with vdel but i dont understand how it works :? PROCESSOR 6502 INCLUDE vcs.h INCLUDE macro.h SEG.U VARS ORG $80 line ds 1 SEG CODE ORG $F000 Begin CLEAN_START MainLoop VERTICAL_SYNC lda #44 sta TIM64T TopLoop lda INTIM bne TopLoop sta VBLANK sta WSYNC lda #230 sta TIM64T lda #$DF sta COLUP0 sta COLUP1 lda #3 sta NUSIZ0 sta NUSIZ1 lda #50 jsr XPos0 lda #57 jsr XPos1 lda #7 sta line ScoreLoop sta WSYNC ldy line lda Score0,Y sta GRP0 lda Score1,Y sta GRP1 lda Score2,Y sta GRP0 ldx Score3,Y lda Score4,Y lda Score5,Y tay sta GRP1 stx GRP0 sty GRP1 sta GRP0 dec line bpl ScoreLoop lda #0 sta GRP0 sta GRP1 ScreenLoop lda INTIM bne ScreenLoop lda #35 sta TIM64T BottomLoop lda INTIM bne BottomLoop jmp MainLoop align 256 Fine .byte %01100010 .byte %01010010 .byte %01000010 .byte %00110010 .byte %00100010 .byte %00010010 .byte %00000010 .byte %11110010 .byte %11100010 .byte %11010010 .byte %11000010 .byte %10110010 .byte %10100010 .byte %10010010 .byte %10000010 FineEnd = Fine - 241 XPos0 sta WSYNC nop nop sec Div15A sbc #15 bcs Div15A tay lda FineEnd,Y sta HMP0 sta RESP0 sta WSYNC sta HMOVE rts XPos1 sta WSYNC nop nop sec Div15B sbc #15 bcs Div15B tay lda FineEnd,Y sta HMP1 sta RESP1 sta WSYNC sta HMOVE rts align 256 Score0 .byte %01111100 .byte %10000010 .byte %10000010 .byte %10000010 .byte %10000010 .byte %10000010 .byte %10000010 .byte %01111110 Score1 .byte %01111110 .byte %00010000 .byte %00010000 .byte %00010000 .byte %00010000 .byte %01010000 .byte %00110000 .byte %00010000 Score2 .byte %01111110 .byte %00010000 .byte %00001000 .byte %00000100 .byte %00000010 .byte %01000010 .byte %00100100 .byte %00011000 Score3 .byte %01111100 .byte %00000010 .byte %00000010 .byte %00011100 .byte %00011100 .byte %00000010 .byte %00000010 .byte %01111100 Score4 .byte %00010000 .byte %11111110 .byte %10000010 .byte %01000010 .byte %00100010 .byte %00010010 .byte %00001010 .byte %00000110 Score5 .byte %01111100 .byte %00000010 .byte %00000001 .byte %00000001 .byte %01111110 .byte %01000000 .byte %01000000 .byte %01111110 ORG $FFFC .word Begin .word Begin Quote Share this post Link to post Share on other sites
Nukey Shay #20 Posted March 31, 2011 Updating sprite copies is very machine-cycle dependant. The cycle count for the scanline needs to be exact (based on sprite positioning) as each storing instruction ends. I'd suggest looking at a 6-sprite display kernel demo for starters, since your above example contains some pretty fundamental errors (like how lda Score4,Y is immediately overwritten by lda Score5,Y before it had a chance to be stored anywhere). And please post examples as file attachments instead of text pasted to the post. Quote Share this post Link to post Share on other sites
babz #21 Posted March 31, 2011 thx fo r the help!! still lots to learnsorry for the copypasted code ill attach files nxt time!! promise!!!! ;-D k'thanx!!!! Quote Share this post Link to post Share on other sites
Nukey Shay #22 Posted March 31, 2011 No foul, actually. It's just a suggestion, since a downloadable attachment makes it easier to get feedback on...and add comments regarding exactly where a routine is going awry. Not to mention, make the thread easier to read followup posts and deal with the current issue(s) Anyway...based on your initial sprite position of 50, it would go something like this example. I also altered the positioning subroutine to work with any sprite (instead of using seperate ones), and included a commented-out example for using digits that can change (instead of the hard-coded "012345" always being displayed). example.txt Quote Share this post Link to post Share on other sites
babz #23 Posted March 31, 2011 awesome!!! thanx for commentign it too!!!! ;-D Quote Share this post Link to post Share on other sites
babz #24 Posted April 1, 2011 yay!!! i got my game workign its not finsished ill add some more options and music an stuff later but for now you cn chejck it out here http://www.atariage.com/forums/topic/179670-homebrews-ftw/page__gopid__2248864#entry2248864 k' thanxs for all the help!!!! you guys are all awesome!!! :love: Quote Share this post Link to post Share on other sites