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Everything posted by Coolcrab
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Yes I looked at that. How do you set it to pal or NTSC? Is it that little drop-down in the vbb program or do you need to add some kind of code?
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It works now thanks! I also made a PAL version but I am not sure if the speed is the same. If you just change the colors, does that make it PAL or PAL60?
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I have an empty variable ® but it just gives errors when I say dim rand16 = r Should it be at the top or something?
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New update with better AI and less bugs! Play online here: http://pietrow.net/atari/monkeyking/
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But does it work for you? Aha so that costs more because it goes to the drawing in a different bank? In a way it shouldn't matter much as long as the game compiles, as I could hide more stuff in Bank 2. But do you have any clue why it doesn't run after compilatukn? Should I not break up the main loop? If so does that mean that this game can't be larger than 4k?
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I get this, but that might be a mac vs win thing. If you run the game does it work for you?
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I am trying to understand how bank switching works. I found RT's tutorial and example but I can't seem to be able to apply it to my own game. http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#bankswitching As far as I understand: the first bank should become larger if you set it to 8k, but for me it becomes smaller. I have 8b left in 4k mode and -200 in 8k mode. This is when I put bank 2 right before the score minikernel at the very bottom. If I put bank 2 before the main loop then it doesn't fit in bank2 and if I split the main loop between the two banks then I get errors or garbled graphics. People don't seem to have such troubles with this so maybe its the minikernels? If anyone has any idea of how this works then it would be great if they could take a look. At the moment I mainly want more space for the AI but I might want to add a title screen kernel later. MonkeyKing0.16.bas.bin MonkeyKing0.16.bas score_graphics.asm playerscores.asm
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I think that has to do with the 2600 RNG. The coconut has a 25% chance of falling and otherwise spawns right below the screen and tries again. I might lower the chance a bit to make it less annoying, but I fear that they will always cluster a bit due to how the RNG works. I'm glad that you like the power-ups. Note that they are not random. You need 2 dots for the 2nd power-up and 3 for the 3rd, etc. I might change it to become random but that removes a bit of the strategy. Maybe I'll put it in as an option. I plan on adding at least 4k and a menu with game options, so that should allow for more game types.
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Does this allow for menus? Like can you draw sprites on top of this? That would be cool.
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Got a can of wd40 contact cleaner and it worked like a charm!
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I added a simple AI to the game that can be toggled with the left difficulty switch. (The AI is a dark and edgy shadow monkey!) and with the right switch you can toggle the mode to either stop when either player dies or to keep going after one of the two dies. http://atariage.com/forums/topic/274433-beta-monkey-king-formerly-climb-the-tree/
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Updated game to have a simple AI and added a keep going option that allows the remaining player to keep playing after the other died. left switch to go from 1p to 2p and right switch to toggle the keep going mode.
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Physical boxes obsolete? The story of Assembloids2600
Coolcrab replied to enthusi's topic in Atari 2600
I agree. My collection is all cart only and I don't really need boxes. (The box of Astronomer is the exception, because I made the game) -
Framerate fixed, I'll try the coconut thing tonight.
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Ah so you don't have to assign 3 variables to score, its its own variable. That makes everything a lot easier! Thanks a lot for the fix.
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SO maybe they will also update the software?
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Qix isnstill a dream of mine.
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Hyperkin seems to still be advertising this thing at cons. So I think that a new batch is comming.
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The question is, does this count as homebrew or is it an official release?
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I am trying to save the highscore in my game and for some reason it refuses. I am not sure why this is happening, but I suspect that it has to do with the fact that I use score instead of _sc1, _Sc2, _sc3 or the temp variables. When the game is over I send the code to a goto that compares the score to the HS (0 in the beginning) and save it if its higher. temp1 = score temp2 = score+1 temp3 = score+2 if temp1 > _a then goto __New_High_Score if temp1 < _a then goto __Skip_High_Score if temp2 > _b then goto __New_High_Score if temp2 < _b then goto __Skip_High_Score if temp3 > _c then goto __New_High_Score if temp3 < _c then goto __Skip_High_Score goto __Skip_High_Score __New_High_Score _a = temp1 : _b = temp2 : _c = temp3 __Skip_High_Score _a,_b,_c are all set to 0 at the beginning of the game and are not touched outside of this operation. Then I try to flip back and forth between the current score and the old one by reusing a variable that doesn't get triggered during pause/Game over __scorehs if !_startgame then goto __main ;reuse invisible var to flip HS back & forth _invisible0 = _invisible0 + 1 if _invisible0 > 200 then _invisible0 = 0 temp4 = score temp5 = score+1 temp6 = score+2 if _invisible0 < 100 then scorecolor = $44 if _invisible0 = 100 then _rand1=temp4 : _invisible1=temp5 : _speed=temp6 : temp4 = _a : temp5 = _b : temp6 = _c if _invisible0 > 100 && _invisible0 < 199 then scorecolor = $66 if _invisible0 = 200 then temp4 = _rand1 : temp5 = _invisible1 : temp6 = _speed return It seems to work because the color of the score flips back and forth, but both scores are always the current number and all past HS's are gone. Could anyone take a look at what is going wrong? MonkeyKing0.13.bas score_graphics.asm playerscores.asm
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Has anyone heard of these new refurbished ataris? I would be tempted to buy one of this is real, but I can't find any information on these things apart from the listing. Does anyone have one and could they review? https://rover.ebay.com/rover/0/0/0?mpre=https%3A%2F%2Fwww.ebay.de%2Fulk%2Fitm%2F253812838018 Edit: found homepage http://0711spiele.de/konsolen/atari-2600-junior-black-edition-mit-hdmipausen-und-stereo-umbau/
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New update, game now has icons for powerups! Are they clear to people? 1) Slows down time for both monkeys. (Scrolling slows down) 2) Removes all branches on your screen on your side 3) Heals your head. (Gives a life.) 4) Makes opponent invisible. (So he can't see where he's going?) 5) Ads a branch to enemies tree at height of player on the left for Player 0 and on the right for player 1. Download: http://atariage.com/forums/topic/274433-beta-monkey-king-formerly-climb-the-tree/
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New update, game now has sprites for powerups 1) Slows down time for both monkeys. (Scrolling slows down) 2) Removes all branches on your screen on your side 3) Heals your head. (Gives a life.) 4) Makes opponent invisible. (So he can't see where he's going?) 5) Ads a branch to enemies tree at height of player on the left for Player 0 and on the right for player 1.
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custom fonts for bB, all-in-one score_graphics.asm
Coolcrab replied to RevEng's topic in batari Basic
Ah I missed that endif! Thanks for that. I also noticed that the order of the characters matters in the ASM file, is that a feature? So if you do const fontcharSPACE=1 const fontcharBACK=1 const fontcharCROSS=1 while BACK is before SPACE in the asm then $a will be BACK and $b will be SPACE. Just wanted to put it down for future generations, as this took me some time to figure out. -
custom fonts for bB, all-in-one score_graphics.asm
Coolcrab replied to RevEng's topic in batari Basic
I tried this out but for some reason it only works for up to 2 new characters. once I add a 3rd one it just refuses to compile. It should be possible get up to 6 new characters right? font.bas score_graphics.asm
