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Coolcrab

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Posts posted by Coolcrab

  1. They have lead in the lid I think, or something else that smells very metallic at any rate.

    I was surprised at how heavy and not-cheap the console felt, but this explained that.

     

    So if its back in stock, did they fix anything?

    post-48701-0-95191400-1540367548_thumb.jpg

    • Like 1
  2.  

    The code wont compile (missing goto's)
    The invicible icon in score_graphics.asm is different than shown
    You don't need pfvline here it's already in the branch clearing stuff
     ; pfvline 8 0 11 on
     ; pfvline 24 0 11 on
     
     gosub clearP0left
     gosub clearP0right
     gosub __sprite_color : drawscreen
     gosub clearP1left
     gosub clearP1right
    
    you don't need all these joy0fire clauses in the if statements
    you already tested that in the first if statement
     ; power up activation
     if !joy0fire then __skipfire
     ; if joy0fire && player0score > $0 then gosub __firesound
     ; if joy0fire && player0score = $a then gosub __slowdown : player0score = $0 
     ; if joy0fire && player0score = $b then gosub __killbranch1
     ; if joy0fire && player0score = $c then gosub __livesplus1
     ; if joy0fire && player0score = $d then player0score = $0 : _invisible0 = 1
     ; if joy0fire && player0score = $e then player0score = $0 : gosub __mkbranch1
     ; if joy0fire && player0score = $f then player0score = $0 : _invincible = 25 : _left_right{6} = 1 : _F0 = 25
     
     if player0score > $0 then gosub __firesound
     if player0score = $a then gosub __slowdown : player0score = $0 
     if player0score = $b then gosub __killbranch1
     if player0score = $c then gosub __livesplus1
     if player0score = $d then player0score = $0 : _invisible0 = 1
     if player0score = $e then player0score = $0 : gosub __mkbranch1
     if player0score = $f then player0score = $0 : _invincible = 25 : _left_right{6} = 1 : _F0 = 25
    
    You can flatten the killbranch routines a little (but you still need the labels for the individual routines
    since you're calling them to setup the playfield)
    killbranch1
       player0score = $0 : bally = 100
       gosub sprite_color
       if left_right{4} then clearP0left
    clearP0right  var1 = 1 : var5 = 1 : var9 = 1 : var13 = 1 : var17 = 1 : var21 = 1 : var25 = 1 : var29 = 1 : var33 = 1 : var37 = 1 : var41 = 1 : var45 = 1 : return
    clearP0left   var0 = 0 : var4 = 0 : var8 = 0 : var12 = 0 : var16 = 0 : var20 = 0 : var24 = 0 : var28 = 0 : var32 = 0 : var36 = 0 : var40 = 0 : var44 = 0 : return
    
    Since you allways call the sprite_color routine before drawscreen you can move drawscreen into sprite_color and get rid of a bunch of calls to drawscreen
    and you can do it with a tail call optimization (you need the prepended dot because that's what bB assumes
    ie "goto drawscreen" becomes "jmp .drawscreen" so you need to declare .drawscreen)
       if startgame then sprite_color_return
       ;Check if player is invisible
       if invisible0 then invisible0 = invisible0 + 1 : COLUP1 = $C4
       if invisible0 = 200 then invisible0 = 0
     
       if invisible1 then invisible1 = invisible1 + 1 : COLUP0 = $C4
       if invisible1 = 200 then invisible1 = 0
     
     
     
       const .drawscreen = drawscreen
     
    sprite_color_return
     
        goto drawscreen
    
    I think you're calling drawscreen a lot more than you need to
    Since your pfreads are with constants, just use the screen variables
      ; if pfread(9,1) then return
      ; if pfread(25,1) then return
     
      if var5{1} || var7{1} then return
    

     

     

    Strange it worked when I uploaded it, but I was in a rush so maybe I messed up :S I'm stuck on a mountaintop on a island until the end of the month (looking at the Sun, or trying at least), but maybe I can get bB to work on my Mac. All my saves are on my home PC though, so I can't access them. I'm hoping that its just the .asm files that are wrong. I'll get back to you asap.

     

    Thanks for the upgrades also, this should shave off quite some bits again. :)

  3. Today the boxed version of Astronomer came out in conjunction with the Orionid Meteor Shower (Take a look outside if you can!), to celebrate this we have released a patch that anyone can win. If you have the cart or the boxed edition then shipping is free otherwise you need to pay a small fee for shipping. The patch comes with a special letter.

     

    To win you need to get a score of 20 in any game mode and send in a screenshot to the email in the flyer. Feel free to post them here too!

     

    To buy the game go to packratvg.com’ and use the Order Form, for the rom go to the astronomer thread.

    post-48701-0-00609600-1540156716_thumb.jpg

    post-48701-0-23350500-1540156792_thumb.png

    • Like 7
  4. There are etsy pages that print one off boxes if you give them a template. For the ones that don't have a box you could ask the creator and see if one can be made for people who really want them. The place that I used to get an Astronomer box is decent but there were jpeg artifacts on it and the resolution was not the best. But unless you watch it very closely it looks great.

     

    IdK how Al feels about printing sold out AA boxes, so I'll warn against that unless he says yes.

    • Like 1
  5. You can probably hack it in with assembly somehow depending on how the game looks. Like if you have a space invaders like setting you could set NUSIZ0 to different values above scanline X and to something else below it. But that would limit the move space of your character. (Not sure if you can change something like that after like half a scanline if you want the game to be flipped 90 deg.)

     

    I'm not an assembly wizard like others here, so they can probably call out my BS or give a magical script. But I think any possible fix will be very specific so explaining your game might help.

  6. I stumbled across a strange effect with this .asm. If you move the font to be all the way on the left. e.g.

           .byte %00000000 ; TINY
           .byte %11100000 ; TINY
           .byte %10100000 ; TINY
           .byte %10100000 ; TINY
           .byte %10100000 ; TINY
           .byte %11100000 ; TINY
           .byte %00000000 ; TINY
           .byte %00000000 ; TINY
    

    Then it will give a strange error for the most right score digit, inserting an always active row of pixels. I'm using this in conjunction with KarlG's player_score kernel and he also thinks its probably some kind of glitch with the lefter most pixel not getting erased.

     

    Is this a known issue? I could really use the extra pixel to align my fonts with.

    score_graphics_broken.asm

  7. I tried to reach out again but nothing unfortunately. I hope that you guys get some answers during the PRGE!

    I really like this console TBF but it should play everything..especially new home-brews.

    • Like 1
  8. Is there a simple way to get the yars revenge safe zone effect into the player sprite? I tried pointing the color to some random adres Banks, but most don't do anything interesting and don't give a psychadellic number. The best I found was playfieldpos as it loops between 1-8.

     

    In my current code it also colours the entire player in one solid colour. I imagine that a better way is possible where every row has its own color?

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