Coolcrab Posted August 24, 2018 Share Posted August 24, 2018 I am wondering how possible it would be to make a Inversus like game. So a shooter where one player can only move in PF (black) and one only on BG(white). They can shoot in 4 directions and of a black bullet turns white field into black and vice versa. Most of this can be made in Bb but I would also need a third type of field that does not change color and blocks both players. Maybe the ball can be flickered? Are there easy kernels for yars revenge like 'neutral zone' pixels? A more square PFpixel would also be nice. Can that be done in asm? Because then maybe I have to start looking at that. https://www.inversusgame.com Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted August 25, 2018 Share Posted August 25, 2018 Assembly allows you to make trade-offs that bB can't. I'd suggest working your way up Spicewares tutorial series: http://atariage.com/forums/blog/148/entry-13884-collect-tutorial-index/ If we could get more batari BASIC users familiar with assembly then more mini kernels and asm based options could be developed. 1 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted August 25, 2018 Share Posted August 25, 2018 Hmm, I'd try flickering the playfield for the walls that block both. Check Frantic for an example of that where I use flicker the playfield to denote reflective walls on the Frenzy variant. I let the player select the flicker speed because 30 Hz flicker over large areas can cause problems (physical discomfort) for some people. Note the game defaults to the Berzerk variation (blue maze): Use the first option to select the Frenzy variation (purple maze), which will also enable the next 2 options. Wall flicker controls the flicker rate. Quote Link to comment Share on other sites More sharing options...
ZackAttack Posted August 26, 2018 Share Posted August 26, 2018 Three colors without flicker shouldn't be an issue if you preload A, X, and Y with the colors and then STA/X/Y COLUBK repeatedly. This would require self modifying assembly code or using the Strong-ARM framework. I put together a quick POC to see what it would look like and it seems like it would work well for what you're trying to do. This is a template for what the kernel looks like. st? are replaced with sta, stx, or sty depending on which value needs to be written at that time. lda #p0 sta GRP0 lda #p1 sta.w GRP1 lda #WHITE jmp st? COLUBK st? COLUBK st? COLUBK st? COLUBK st? COLUBK st? COLUBK st? COLUBK st? COLUBK st? COLUBK st? COLUBK st? COLUBK st? COLUBK st? COLUBK st? COLUBK st? COLUBK st? COLUBK st? COLUBK st? ENABL st? ENAM0 st? ENAM1 2 Quote Link to comment Share on other sites More sharing options...
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