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STGraves

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Everything posted by STGraves

  1. I would like to use the music from the dead screen on my game, if that's ok, and if it is i want to know how to get to play in the deadscreen on my game. thanks.
  2. Hello I've been creating a simple game for the atari 2600, and I want to add background music, I've done it and I have the code, but i cannot get it to play when i wnat it, what can i do? rem ********************************** rem *<STGraves world> * rem *<Mata a cuernotrayamon * rem *antes que el a ti.> * rem *<agpkkck@gmail.com> * rem *<www.stgravesof.zz.vc> * rem ********************************** rem Create the title screen opening playfield: .XX.XXX.XX..XXX...XX..X.X.XXX.XX X....X.X....X..X.X..X.X.X.X..X.. .X...X.X.XX.XXX..XXXX.X.X.XX..X. ..X..X.X..X.X.X..X..X.X.X.X....X XX...X..XX..X..X.X..X..X..XXX.XX ................................ ....X...X.XXXX.XXX..X...XXX..... ....X...X.X..X.X..X.X...X..X.... ....X...X.X..X.XX...X...X..X.... ....X.X.X.X..X.X.X..X...X..X.... ....XX.XX.XXXX.X..X.XXX.XXX..... end rem Loop the screen until the spacebar is pressed title COLUBK = $00 COLUPF = $0E drawscreen if joy0fire || joy1fire then goto skiptitle goto title rem This function displays after the title is skipped skiptitle rem Colors COLUPF = $40 COLUBK = $C0 COLUP0 = 222 COLUP1 = $40 rem Player location player0x = 50 : player0y = 50 player1x = 20 : player1y = 20 rem Score setting and color score = 0 : scorecolor = $F8 rem Missle size and location missile1height=6:missile1y=255 NUSIZ0 = 25 rem Create a variable to keep up with lives a = 5 rem Create the playfield playfield: ..XX..XX..XX..XX..XX..XX..XX..XX XX..XX..XX..XX..XX..XX..XX..XX.. ..XX..XX..XX..XX..XX..XX..XX..XX XX..XX..XX..XX..XX..XX..XX..XX.. ..XX..XX..XX..XX..XX..XX..XX..XX XX..XX..XX..XX..XX..XX..XX..XX.. ..XX..XX..XX..XX..XX..XX..XX..XX XX..XX..XX..XX..XX..XX..XX..XX.. ..XX..XX..XX..XX..XX..XX..XX..XX XX..XX..XX..XX..XX..XX..XX..XX.. ..XX..XX..XX..XX..XX..XX..XX..XX end rem This main function is what loops constantly main rem This is the animation function animate rem This frame variable slows down the animation v = v + 1 rem This code animates the sprites if v = 7 && w = 0 then ax if v = 7 && w = 1 then bx if v = 7 && w = 2 then cx if v = 7 && w = 3 then dx goto nextstep rem These four sprites are different stages of the animation ax v = 0 w = 1 player1: %00011000 %01111110 %01111110 %01111110 %00100100 %11000011 %01000010 %11000011 end goto nextstep bx v = 0 w = 2 player1: %00011000 %01111110 %01111110 %01111110 %00100100 %11000011 %01000010 %11000011 end goto nextstep cx v = 0 w = 3 player1: %00011000 %01111110 %01011010 %01111110 %00100100 %11000011 %01000010 %11000011 end goto nextstep dx v = 0 w = 0 player1: %00011000 %01111110 %01011010 %01111110 %00100100 %11000011 %01000010 %11000011 end goto nextstep rem Create acorn sprite nextstep player0: %01111110 %01000010 %01011010 %11000010 %01100111 %11111110 %01010101 %10010010 end rem check to see if a missile has already been fired checkfire if missile1y>100 then goto skip missile1y = missile1y - 2 : goto draw rem if a missile hasn't been fired, then fire missile skip if joy0fire then missile1y=player0y-2:missile1x=player0x+4 rem Draw output to screen draw drawscreen rem Fix player wraparound bug if player0x < 8 then player0x = 8 if player0x > 150 then player0x = 150 if player0y < 8 then player0y = 8 if player0y > 84 then player0y = 84 rem Have player 1 chase player 2 if player1y < player0y then player1y = player1y + 1 if player1y > player0y then player1y = player1y - 1 if player1x < player0x then player1x = player1x + 1 if player1x > player0x then player1x = player1x - 1 player1x = player1x : player1y = player1y rem Detect missile collision with squirrel if collision(missile1,player1) then score=score+1:player1x=rand/2:player1y=0:missile1y=255:goto pointsound rem Detect squirrel collision with the acorn if collision(player0,player1) then score=score-1:player1x=rand/2:player1y=0:missile1y=255:a=a-1:goto deadsound rem joystick movements if joy0up then player0y = player0y-1 : goto skipmove if joy0down then player0y = player0y+1 : goto skipmove if joy0left then player0x = player0x-1 : goto skipmove if joy0right then player0x = player0x +1 : goto skipmove rem refresh the screen skipmove goto main rem Play point sound pointsound AUDV0 = 5 : AUDC0 = 8 : AUDF0 = 10 p = p + 1 drawscreen if p < 2 then pointsound p = 0 AUDV0 = 0 : AUDC0 = 0 : AUDF0 = 0 goto main rem Play dead sound deadsound AUDV1 = 8 AUDC1 = 6 AUDF1 = 12 p = p + 1 drawscreen if p < 5 then deadsound p = 0 AUDV1 = 0 : AUDC1 = 0 : AUDF1 = 0 if a = 0 then goto deadscreen goto main rem Create the dead screen deadscreen playfield: .................X.............. ................XXX............. .................X.............. .........XXXXXXXXXXXXXXXXX...... ........XX...............XX..... ........XX.X.X..XX..X..X.XX..... ........XX.X.X.X..X.X..X.XX..... ........XX..X..X..X.X..X.XX..... ........XX..X...XX...XX..XX..... ........XX...............XX..... ........XX...............XX..... end rem Loop the screen until the spacebar is pressed dead COLUBK = $40 COLUPF = $9A drawscreen if joy0down || joy1down then goto opening goto dead rem Create deadscreen sound deadssound dim musicPointer=a dim musicTimer=b dim beatPointer=c dim beatTimer=d dim tempaudv=t rem VOLUME DOWN AND SET CHANNELS AUDV0=0 AUDC0=10 AUDV1=0 AUDC1=8 rem INITIALIZE POINTERS AND TIMERS musicPointer=$FF musicTimer=0 beatPointer=$FF beatTimer=0 startLoop rem TIME TO UPDATE NOTE? if musicTimer = 0 then gosub changeMusicNote musicTimer = musicTimer - 1 if beatTimer = 0 then gosub changeBeatNote beatTimer = beatTimer - 1 drawscreen goto startLoop changeMusicNote musicPointer = musicPointer + 1 AUDF0 = musicData[musicPointer] tempaudv = 8 if musicData[musicPointer] = $FF then tempaudv = 0 AUDV0 = tempaudv musicPointer = musicPointer + 1 musicTimer = musicData[musicPointer] rem value is (2 * #_OF_NOTES) - 1 if musicPointer > 31 then musicPointer = #-1 return changeBeatNote beatPointer = beatPointer + 1 AUDF1 = beatData[beatPointer] tempaudv = 8 if beatData[beatPointer] = $FF then tempaudv = 0 AUDV1 = tempaudv beatPointer = beatPointer + 1 beatTimer = beatData[beatPointer] rem value is (2 * #_OF_NOTES) - 1 if beatPointer > 23 then beatPointer = #-1 return data musicData 18,26,-1,10,18,20,-1,40,15,26,-1,10,15,20,-1,40 16,26,-1,10,16,20,-1,40,17,26,-1,10,17,20,-1,40 end data beatData 120,2,-1,22,40,2,-1,10,120,2,-1,22,120,2,-1,10,40,2,-1,4,120,2,-1,16 end
  3. Thanks i finally got it to work, it was a matter of making a loop for the screen and to change it from firing to pressing up.
  4. Well I'm currently developping a simple atari game, I want to add a deadscreen, I've added it but i haven't been capableto make it appear after you die on the game, here is the conde, can anyone help me please? rem Generated 1/4/2010 1:48:01 PM by Visual bB Version 1.0.0.548 rem ********************************** rem *<Tinkernut World> * rem *<Shoot the squirrel before he * rem *eats you.> * rem *<admin@tinkernut.com> * rem *<www.tinkernut.com> * rem ********************************** rem Create the dead screen deadscreen playfield: .............XX................. ............XXXX................ .............XX................. .........XXXXXXXXXX............. ........XX........XX............ ........XXXXX.X..XXX............ ........XX.X..X..XXX............ ........XX.X...XX.XX............ ........XX........XX............ ........XX........XX............ ........XX........XX............ end rem Create the title screen opening playfield: .XX.XXX.XX..XXX...XX..X.X.XXX.XX X....X.X....X..X.X..X.X.X.X..X.. .X...X.X.XX.XXX..XXXX.X.X.XX..X. ..X..X.X..X.X.X..X..X.X.X.X....X XX...X..XX..X..X.X..X..X..XXX.XX ................................ ....X...X.XXXX.XXX..X...XXX..... ....X...X.X..X.X..X.X...X..X.... ....X...X.X..X.XX...X...X..X.... ....X.X.X.X..X.X.X..X...X..X.... ....XX.XX.XXXX.X..X.XXX.XXX..... end rem Loop the screen until the spacebar is pressed title COLUBK = $00 COLUPF = $0E drawscreen if joy0fire || joy1fire then goto skiptitle goto title rem This function displays after the title is skipped skiptitle rem Colors COLUPF = $40 COLUBK = $60 COLUP0 = 222 rem Player location player0x = 50 : player0y = 50 player1x = 20 : player1y = 20 rem Score setting and color score = 0 : scorecolor = $F8 rem Missle size and location missile1height=6:missile1y=255 NUSIZ0 = 25 rem Create a variable to keep up with lives a = 5 rem Create the playfield playfield: ..XX..XX..XX..XX..XX..XX..XX..XX XX..XX..XX..XX..XX..XX..XX..XX.. ..XX..XX..XX..XX..XX..XX..XX..XX XX..XX..XX..XX..XX..XX..XX..XX.. ..XX..XX..XX..XX..XX..XX..XX..XX XX..XX..XX..XX..XX..XX..XX..XX.. ..XX..XX..XX..XX..XX..XX..XX..XX XX..XX..XX..XX..XX..XX..XX..XX.. ..XX..XX..XX..XX..XX..XX..XX..XX XX..XX..XX..XX..XX..XX..XX..XX.. ..XX..XX..XX..XX.XXX..XXX.XX..XX end rem This main function is what loops constantly main rem This is the animation function animate rem This frame variable slows down the animation v = v + 1 rem This code animates the sprites if v = 7 && w = 0 then ax if v = 7 && w = 1 then bx if v = 7 && w = 2 then cx if v = 7 && w = 3 then dx goto nextstep rem These four sprites are different stages of the animation ax v = 0 w = 1 player1: %00011000 %01111110 %01111110 %01111110 %00100100 %11000011 %01000010 %11000011 end goto nextstep bx v = 0 w = 2 player1: %00011000 %01111110 %01111110 %01111110 %00100100 %11000011 %01000010 %11000011 end goto nextstep cx v = 0 w = 3 player1: %00011000 %01111110 %01011010 %01111110 %00100100 %11000011 %01000010 %11000011 end goto nextstep dx v = 0 w = 0 player1: %00011000 %01111110 %01011010 %01111110 %00100100 %11000011 %01000010 %11000011 end goto nextstep rem Create acorn sprite nextstep player0: %01111110 %01000010 %01011010 %11000010 %01100111 %11111110 %01010101 %10010010 end rem check to see if a missile has already been fired checkfire if missile1y>100 then goto skip missile1y = missile1y - 2 : goto draw rem if a missile hasn't been fired, then fire missile skip if joy0fire then missile1y=player0y-2:missile1x=player0x+4 rem Draw output to screen draw drawscreen rem Fix player wraparound bug if player0x < 8 then player0x = 8 if player0x > 150 then player0x = 150 if player0y < 8 then player0y = 8 if player0y > 84 then player0y = 84 rem Have player 1 chase player 2 if player1y < player0y then player1y = player1y + 1 if player1y > player0y then player1y = player1y - 1 if player1x < player0x then player1x = player1x + 1 if player1x > player0x then player1x = player1x - 1 player1x = player1x : player1y = player1y rem Detect missile collision with squirrel if collision(missile1,player1) then score=score+1:player1x=rand/2:player1y=0:missile1y=255:goto pointsound rem Detect squirrel collision with the acorn if collision(player0,player1) then score=score-1:player1x=rand/2:player1y=0:missile1y=255:a=a-1:goto deadsound rem joystick movements if joy0up then player0y = player0y-1 : goto skipmove if joy0down then player0y = player0y+1 : goto skipmove if joy0left then player0x = player0x-1 : goto skipmove if joy0right then player0x = player0x +1 : goto skipmove rem refresh the screen skipmove goto main rem Play point sound pointsound AUDV0 = 5 : AUDC0 = 8 : AUDF0 = 10 p = p + 1 drawscreen if p < 2 then pointsound p = 0 AUDV0 = 0 : AUDC0 = 0 : AUDF0 = 0 goto main rem Play dead sound deadsound AUDV1 = 8 AUDC1 = 6 AUDF1 = 12 p = p + 1 drawscreen if p < 5 then deadsound p = 0 AUDV1 = 0 : AUDC1 = 0 : AUDF1 = 0 if a = 0 then goto deadscreen goto main
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