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Posts posted by STGraves
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Is using the standar kernel, maybe it has to do with the titlescreen kernel, but I can't seem to include it after the titlescreen so that it shows only during the main gameplay
Edit
I tried the one I made in the demo game and works perfectly fine but on my game it just causes the screen to go insane
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You're right it is posible, but what size would you recomend me to make the image? Because I did it 48x156 to use the 48x2 but over one third of the image is not showing up.
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I have a question about the titlescreen kernel, is it posible to flicker the color like the yoshi example but using a 48x2 kernel instead of a 48x1? I wnat the color flicker but not limiting to one color per frame and instead treat each frame like the 48x2 to color each line but flickering to mix the colors.
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Why does my game go apesh*t? I did everything that's supposed to be done and included the file at the very top of my game, and all that happens is that the screen turns into a color flickering mess, I can't even play the game.
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So if I understand your example, the main music would go in channel 1 rather than 0? And I have one more question, does the duration work as the tempo? And if so, how do I set up the duration if each note has it's own duration? I'll attach my files for the music to try to make my question clearer or if I'm confused, I'll upload the mono version of the tune, as well as the bin file.
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Here is a simple 16K example. bank 1 has the main loop, bank 2 has the music routines and data, bank 3 has the titlescreen ASM and the title loop. bB puts the display kernel and graphics in the last bank automatically. Let me know if that helps, or if you would like more info on how I have things setup in this example.
Use the fire button to start the mock game screen from the titlescreen, and hit reset to return to the titlescreen. The music itself comes from my WIP game, which I put in just as a placeholder for this example.
OMG! Thanks dude, it helped massively, now I understand how it works, thanks a bunch man
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Is the titlescreen loop where you include the asm? Or is it the gosub to the titledrawscreen? And then how would you call the music loop before starting the title loop? And also, which is the start of the title loop? Sorry for all this questions, but those are the things that either I don't know or I don't quite understand yet.
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There's more than one way to do it, but in this case, if I had the asm include for the titlescreen in bank 5, then I would also put loop that calls the titlescreen routine in the same bank. I would jump to this titlescreen loop from bank 1 near the beginning. In bank 6, I would have the data or sdata tables that contained the music, as well as the routines that initialized and updated the music. From the titlescreen loop, I would then jump to the routine that initializes the music before starting the title loop, then I would call the routine that checks/updates the music from the title loop with every iteration.
Alternately, there is no real need to have the titlescreen loop in the same bank as the asm include, but in this case you would have to make sure your "gosub titledrawscreen" specifies the correct bank.
I'm not sure if that makes it any clearer, so I can still whip up an example when I get a chance.
Yeah that was clearer, however I still would love to see a functional example if you can
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If I have the titlescreen asm in bank 5 and the music on bank 6 and my main code is in the first bank, do I call the subroutine for the titlescreen in bank 5 and directly from that same bank (5) I call the subroutine for the music on the bank 6?
I'm not sure if I understand correctly,
If not could you give me more details or explain me how please? Thanks
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This works with no issues for me. I just called my routine for playing music every cycle in the loop that displays the titlescreen. You can either do it within the same bank if you have room, or jump to another bank every cycle if that bank is too full. I can post some example code sometime when I get a chance if that would help.
Yes please it would help massively thanks
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Is it posible to playback music simultaneously while the titlescreen is being displyed? I managed to do a rendition of a melody for a game I have in mind but I need it to play during the titlescreen, do I need to translate it to assembly? I thought on calling the subroutine directly from the subroutine oof the titlescreen but no luck, I think is also due to not knowing how bankswitching works properly
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Spiceware and I use jEdit which is a programmers editor in JavaScript that runs on all platforms.
He uses it for 2600 assembly and I for batari Basic.
I set up the menu icons to have save, compile, run (in Stella) all next to each other - I don't know if you can make hot-keys or not. I like its diff feature where you can see changes from code that works to the new code you have broken. The coloring of the zeroes in the player data graphically shows player shapes in the code thanks to Spideware's code colors.
You can infinitely configure and add to it.
The disadvantage at the moment is that Visual bB has the Player and Playfield Editor, the Music Editor, the Pallet color chooser.
Spiceware says these could be added to jEdit. If someone programs those extensions, jEdit will be better than Visual bB because jEdit doesn't glitch when you near filling 32K with Basic code.
Could you possibly tell me how do you have configured your environment while using jEdit on windows? I really don't remember how I did it on Ubuntu, has been a couple of years from now.
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That makes sense, some time ago I used to use jEdit on ubuntu as my IDE it took a while to get it to work perfectly, but when I did it was an amazing experience, it didn't lag at all, and had many different skins, but I'm kind of lazy to do it on windows as well jeje and also I don't remember how I did it
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I'm just curious to know, why aren't there any hotkeys for compiling and running? Or a way to adjust the interface, I would love to be able to put the console where the project explorer is so the errors and messages are more visible.
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Berzerk3d is complete!
Final game features 24 procedurally generated maps to keep things interesting!
Hope to have a cartridge release date soon!

Holy crap, holy crap, holy crap, I'm hyped for this man, congratulations on completing something this unique and cool!
I'm looking forward to own a copy of the cartridge when realeased.
Good work dude
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Finishing it up and would love to put it on cartridge.
Thanks for complimenting the atmosphere!
I worked a good while on the enemy AI. Those noisy robots really do search to destroy.
I can definitely tell that you worked a lot in the AI, it is astonishing, I rather use the term seek and destroy jaja, I can't see anything bad with the game, it is challenging to navigate, and sometimes a bit difficult to maneuver when you want to turn around and the control gets stucked a bit, but in all honesty, that doesn't screw up the experience, it is amazing, I can't stop complementing sorry jaja, the only thing I haven't figured out is where are the doors, and what does the arrow on top the symbolize, but overrall it's pretty amazing, great work man
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Holy crap, this is insanely amazing, will you finish it? It's so freaking awesome I'd buy a physical copy to add to my colection and to play it on the real vcs, good work man, I think you could make it a horror fps, similar to Doom, maybe it was just me but I got scared multiple times while playing it haha, the atmosphere is tense, it's just amazing.
BTW what does the arrow on the top indicate? The direction you're facing? If so it points in the opposite direction from where you're aiming.
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Now that I remember I saw a video on YouTube about an fps game for the Atari 2600 which was a wolfenstein "port" which he never finished or even made the code available, that's where I got the idea and tried to create it but failed
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I tried some time ago to create that illusion using the playfield method, but was not fully able to, I thought on using multiple playdield drawings and to trigger them whenever you moved either forward or backwards, I did finished the playdields but was not able to trigger the change, I'm anxious to see the cool idea that you have ok action, good luck with your game man
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Thanks!, I'm gonna check them out and let you know what I decided
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Heheheh you're right, I'll delette them in a moment xD, thhanks a lot
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Another option would be to set up a build server and push to that, if you have internet access on your phone. (I have a Jenkins server that rebuilds my game every time I push to the git repo on bibucket)
That sounds interesting, how do you do that? Could you teach me please?
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I tried to cross compile it again following this guide http://www.hacklab.nl/c64-programming-on-a-android-device.htmlbut I had no success, well barely, it compiles but extremely simple programs and exclusively c64 ones, no atari VCS game that I've compiled using the cross compiled version of dasm has worked at all.
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Yeah that's the problem, the reason why I want it in assembly is because I want to code on the go, on my computer no problem, because I know that there I have both the bB and asm files, but not on my phone, I want to code on the go because I don't have access to my computer all the time but I still want to be able to program wherever I am.

Is it just me or visual bB is quite laggy?
in batari Basic
Posted · Edited by STGraves
Hi there everyone!
I've been having this problem for a long long time, every time I open the code of my games the IDE gets very laggy, when scroll down it responds late and slowly, I don't know if it's just me or is it a common problem.