Scott_B
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Posts posted by Scott_B
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set romsize 2k
set kernel_options player1colors pfcolors
player1:
%00000000
%00011000
%00100000
%01000000
%01110000
%11101000
%10100000
%11100000
end
player0:
%11100111
%10100101
%11101111
%01110100
%01101100
%00000100
%00011111
%00000000
end
pfcolors:
$00
$1E
$1E
$1E
$00
$92
$D6
$1E
$40
$C0
$C0
end
playfield:
................................
.........................XXXX...
.........................XXXX...
.........................XXXX...
................................
...............................X
..............................XX
............................XXXX
.........................XXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
end
set optimization inlinerand
set optimization speed
COLUBK = $BE
player0x=20
player0y=72
COLUP0 = $00
COLUP1 = $04
loop
drawscreen
AUDF0 = 20
AUDC0 = 3
AUDF0 = 3
if joy0left then player0x=player0x-1
if joy0right then player0x=player0x+1
if joy0up then player0y=player0y-1
if joy0down then player0y=player0y+1
player1x=player0x
player1y=player0y-2
goto loopWhen I compile this, the bicyicle (player0) and the stick figure (player1) are not different colors. WTF?!
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The URL to the technical part of the manual seems to function no more... is there a place where I can get that? Has it been taken to another place?
It was taken somewhere else in 2004, then it was lost in time (besides of archive.org.).
Here's what it was. Sorry for no pictures, I can't help that.
taswegian.com/TwoHeaded/Atari2600/GreetingCart/GreetingCart.html
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I have decided to go into full production with 'GreetingCart'.
...
For the short term, I'll be happy to do image conversion for people free of charge. But this will only be for a week or so. So be quick, and be polite.
So I could just PM you an image, or...?
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I've seen it happen, but I want to know if there's a program or something that can take an image and convert it to a Atari ROM.
For example, there's like a GIF conversion with a swirling spiral somewhere for the 2600.
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I'm trying to make a simple game thing in visual bb but noooo

In z26 and Stella it's just a black screen.
am I stupid or what because I have NO idea
gamestart MainLoop player0color: $40 $40 $40 $40 $40 $00 $06 $06 $02 end motorbike player0: %11100000111 %10101110101 %11101000111 %00011101000 %00000101000 %00011010000 %00000010000 %00001111100 %00001000100 end player player1: %000001100 %000001000 %000001000 %000001000 %001110000 %001000000 %011111000 %010100000 %011100000 end pfheights: 8 8 8 8 8 8 8 8 8 8 8 end pfcolors: $9C $9A $8A $88 $74 $72 $C4 $C2 $C0 $00 $00 end playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXX.XXXXX XXXXXXXXXXXXXXXXXXXXXXXXX..XXXXX XXXXXXXXXXXXXXXXXXXXXXXX...XXXXX XXXXXXXXXXXXXXXXXXXXXX.....XXXXX XXXXXXXXXXXXXXXXXXX........XXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end set tv ntsc set kernel multisprite pfscorecolor = $26 set romsize 4k set smartbranching on AUDV0 = 6 AUDC0 = 2 AUDF0 = 7 player0x=0 player0y=0 player1x=player0x player1y=player1x if joy0left then player0x=player0x-1:if player0x<10 then player0x=10 if joy0right then player0x=player0x+1:if player0x>137 then player0x=137 if joy0up then player0y=player0y-1:if player0y<7 then player0y=7 if joy0down then player0y=player0y+1:if player0y>99 then player0y=99 drawscreen goto MainLoop -
i am playing this in an emulater and i cannot figure out how to use fireballs
edit: i forgot that all 2 button games do not work on an emulator.

Press Up.
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How do I load this into Extended Basic?
Can't figure it out

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Also how about save data?
I think it would be like Data > Letters/Numbers
and you had to write it down,
and to put it back in, type what is in the paper
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Cute

That part, just...
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I made a Classic99 "Macro" for it.

2 OLD DSK1.LEGO2.BIN RUN 7 D 2 7 D DJ 7 D D 2 7 D SSSSSS1 D D D D D D SSSSSS8 D3 D D D D D9 SSSSS8 D3 D D D9 SSS8 D3 D9 S0 SSSSV
Copy the text, make sure you loaded "LEGO2.BIN" into "DSK1", and do Edit>Copy (don't use DX)
Make sure you do this at startup, because that's why " 2" is there and "2" is for loading Extended Basic (must load Extended Basic cartridge too)
then "OLD DSK1.LEGO2.BIN" loads it, "RUN" runs it.
The rest is for controlling the program. I hope I explained it good enough for most people to understand it
Edit: Here is another (It has a border this time, and the other instructions above this text apply.)
2 OLD DSK1.LEGO2.BIN RUN 7 D 2 7 D DJ 7 D D 2 7 D SSSSSS1 D D D D D D SSSSSS8 D3 D D D D D9 SSSSS8 D3 D D D9 SSS8 D3 D9 S0 SSSSZ D D D D D D D D VSSSSSSSSS
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3
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COLUP0/COLUP1 Not Working
in batari Basic
Posted
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