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DPC+ Playfields


KevKelley

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I have been messing around with the DPC+ kernel after seeing some of the benefits of using it versus what I had done with the standard kernel so I decided to try and start out a program in it but I couldn't seem to get it to work. I tried copying the sample code from Random Terrain page as a start (as well as playing around with it) and read through the table of contents and numerous threads but couldn't find anything that helped.

 

Basically when I ran it in Stella the screen was black. Not sure if I was missing something. I can try and post the code in the morning. I was hoping to play around and get it on my own but I am stumped and my laptop died.

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I had. When I inserted the code from the playgirl editor I had noticed it was all the same so I just changed some of the lines to see of that made a difference. Ill play around with that some more to see if I missed something.

 

With DPC+ does it have to be a different dimension than in the standard kernel? I had noticed the example had a really long playfield.

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 rem batari Basic Program
 rem created 22/12/2018 12:49:19 PM by Visual bB Version 1.0.0.568
 rem *****************************************************
 bank 1
 rem *****************************************************
 temp1 = temp1

 set tv ntsc
 set kernel DPC+
 set smartbranching on
 set optimization inlinerand
 set kernel_options collision(playfield,player1) 

 rem DEFINE VARS HERE

 goto START_RESTART bank2

 rem *****************************************************
 bank 2
 rem ***************************************************** 
 temp1 = temp1

START_RESTART

 rem gray sunset
 bkcolors:
 $02
 $02
 $02
 $04
 $06
 $08
 $0E
 $00
end
 rem colored sunset
 rem $88
 bkcolors:
 $78	
 $68
 $58
 $48
 $38
 $28
 $18
end

 playfield:
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 .......X................X.......
 ......XXX..............XXX......
 .....XXXXX............XXXXX.....
 ....XXXXXXX..........XXXXXXX....
 ..XXXXXXXXXXX......XXXXXXXXXXX..
 XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX
 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 
 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
end

 pfcolors:
 $00
 $00
 $00
 $00
 $00
 $00
 $00
end

 scorecolors:
 $1E
 $1C
 $1A
 $1A
 $18
 $18
 $16
 $16
end

MAIN_LOOP

 rem playfield configuration
 DF6FRACINC = 255 ; Background colors.
 DF4FRACINC = 255 ; Playfield colors.

 DF0FRACINC = 255 ; Column 0.
 DF1FRACINC = 255 ; Column 1.
 DF2FRACINC = 255 ; Column 2.
 DF3FRACINC = 255 ; Column 3.

 rem draw
 drawscreen

 rem INSERT GAMEPLAY LOGIC
 goto MAIN_LOOP

 rem *****************************************************
 bank 3
 rem ***************************************************** 
 temp1 = temp1

 rem *****************************************************
 bank 4
 rem ***************************************************** 
 temp1 = temp1

 rem *****************************************************
 bank 5
 rem ***************************************************** 
 temp1 = temp1

 rem *****************************************************
 bank 6
 rem ***************************************************** 
 temp1 = temp1
 rem You may be able to place your TitleScreen here with no consequences 


I believe the playfield area is narrower but the spriate can go fullscreen.

 

This works for me:

Edited by mksmith
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Kev,

 

DPC+ allows more resolution options vertically for the playfield.

 

RT's site has some good documentation here : http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#dpc_playfield

 

You can set the resolution using DFxFRACINC and basically have more resolution lines for your playfield. There is a table that shows you what DFxFRACINC settings to use for different resolution combinations.

 

There are some code examples that I found really helpful for figuring it out.

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Kev,

 

DPC+ allows more resolution options vertically for the playfield.

 

RT's site has some good documentation here : http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#dpc_playfield

 

You can set the resolution using DFxFRACINC and basically have more resolution lines for your playfield. There is a table that shows you what DFxFRACINC settings to use for different resolution combinations.

 

There are some code examples that I found really helpful for figuring it out.

Those are what I was playing around with. When I had copied the code the screen would be black in Stella. I was inspired to take a stab at the DPC+ after playing with Tyre Trax. I was gonna play with the code posted above when I got the chance but I think the only thing different in mine was the size of the playfield and a couple of the DFxFRACINC values were lower).

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If you only had a black screen, it sounds like you might not have been calling your drawscreen. One thing I learnt was that you have to have the DFxFRACINC statement called each frame.

 

The example below will give you a screen like the first level in Tyre Trax.

 

The code starts and then jumps to the Label called Main, then it goes and gets all the information for the playfield (GOSUB SET_PF).

 

Once it has the info needed (background colour, playfield colour and playfield layout) it goes back to the main code block.

 

Then there is a just simple loop to draw the screen using the required DFxFRACINC settings.

 

Remember, you don't have to set the PF every frame usually. Doing that takes up a huge amount of cycles. In Tyre Trax, the PF is set for each level and then that's it. The only changes are the river, which I animate using pfpixel

 

Also note, as I've set my DFxFRACINC to 255 for the playfield and the colour resolution, that means I can have a finer resolution (176 rows at 1 scanline high) and colour change every 2 lines.

 rem batari Basic Program
 rem created 12/10/2018 01:11:19 by Visual bB Version 1.0.0.568
 rem *****************************************************
 rem *****************************************************
 rem DPC playfield example from Tyre Trax
 bank 1
 rem *****************************************************
 temp1 = temp1

 set tv ntsc
 set kernel DPC+
 set smartbranching on
 set optimization inlinerand
 set kernel_options collision(playfield,player1) 

 rem DEFINE VARS HERE

 goto Main bank2

 rem *****************************************************
 bank 2
 rem ***************************************************** 
 temp1 = temp1

Main

 gosub set_pf


mainloop
 rem set the PF resolution 
 DF0FRACINC = 255
 DF1FRACINC = 255
 DF2FRACINC = 255
 DF3FRACINC = 255
 DF4FRACINC = 255
 DF6FRACINC = 255 

 drawscreen
 
 goto mainloop

set_pf

 pfcolors:
 $0E
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $0E
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $D2
 $D2
 $D2
 $D2
 $D2
 $D2
 $D2
 $D2
 $D2
 $D2
 $70
 $70
 $84
 $84
 $84
 $84
 $84
 $84
 $84
 $84
 $84
 $84
 $84
 $84
 $84
 $70
 $D2
 $D2
 $D2
 $D2
 $D2
 $D2
 $D2
 $D2
 $D2
 $D2
 $D2
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
 $70
end

 bkcolors:
 $94
 $94
 $94
 $94
 $94
 $94
 $94
 $94
 $94
 $94
 $94
 $94
 $94
 $94
 $94
 $94
 $96
 $96
 $96
 $98
 $98
 $8C
 $7C
 $4C
 $3C
 $2C
 $1E
 $CE
 $DC
 $D2
 $E6
 $E6
 $F4
 $06
 $06
 $82
 $80
 $80
 $80
 $80
 $80
 $80
 $80
 $80
 $80
 $80
 $80
 $80
 $82
 $D4
 $D4
 $D4
 $D4
 $D4
 $D4
 $D8
 $D8
 $EA
 $EA
 $EA
 $EA
 $EA
 $EA
 $EA
 $EA
 $EA
 $EA
 $EA
 $EA
 $EA
 $EA
 $EA
 $EA
 $EA
 $EA
 $EA
 $EA
 $EA
 $EA
 $DA
 $DA
 $DA
 $D6
 $D6
 $D6
 $D6
 $00
 $D4
end
 
 
 playfield:
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 .......X................X.......
 ......XXX..............XXX......
 .....XXXXX............XXXXX.....
 ....XXXXXXX..........XXXXXXX....
 ..XXXXXXXXXXX......XXXXXXXXXXX..
 XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX
 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
end
 return thisbank



 rem *****************************************************
 bank 3
 rem ***************************************************** 
 temp1 = temp1

 rem *****************************************************
 bank 4
 rem ***************************************************** 
 temp1 = temp1

 rem *****************************************************
 bank 5
 rem ***************************************************** 
 temp1 = temp1

 rem *****************************************************
 bank 6
 rem ***************************************************** 
 temp1 = temp1



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Stella 5.1.3

VbB v1 Build 568

batari Basic 1.1

 

I got the code posted here to work and had even plugged in my own playfield and got that to work. Looking over the code that I had I think I had either screwed up when I copied it the first time or did something when I was initially editing it into my own program. Not sure why I didn't identify it at the time - I guess staring at a screen got my brain stumped.

 

Thank you. Now I am trying to play around with the heights/colors/appearance. I had one question. I had initially designed my playfield in the vbB playfield editor but when I compiled the program it appeared the width extended a little further then what I had made. Is this normal and something that is just programmed around? I didn't see anything on the website so didn't know if this would be something considered common knowledge and I am just missing it.

 

I attached the .bas of the game for reference if needed.

BBPv11919.bas

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