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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!!!!

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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!!!

 

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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

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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

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hit reply sorry

 

i taugt some cc classes in java used to know c# okay

 

thx 4 the link-bye!!!!

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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. :?

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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!!!!

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i know ;-D but ireally want ti learn assmebly so i might aswell go 4 it all theway

 

k'thx!!!!

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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!!

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my formating didnt work it was fine when I pastedit in :-(

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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.

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super!!!! thx!!!!! :love: :love: :love:

 

        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.

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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

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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 :? :? :?

 

post-29289-0-88424000-1301538669_thumb.png

 

        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

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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.

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thx fo r the help!! still lots to learnsorry for the copypasted code ill attach files nxt time!! promise!!!! ;-D

 

k'thanx!!!!

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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

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awesome!!! thanx for commentign it too!!!! ;-D

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