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SupremeRuler

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Combat Commando

Combat Commando (1/9)

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  1. set tv ntsc set romsize 4k playfield: ................................ ................................ .....X...X............XXXX...... .....X...X.XXXXXXX.XX.X..XX..... .....XX.XX.XX...XX.XX.X....X.... ......X.X...X...X..XX.X...XX.... .......X....XXXXX..XX.XXXXX..... ................................ ................................ ................................ ................................ end title COLUBK = $2F COLUPF = $50 drawscreen if joy0fire || joy1fire then goto skiptitle goto title skiptitle start COLUP1 = $40 playfield: X............................... XX.............................. XXX............................. XXXX............................ .X.............................. .X.............................. XX.............................. XX.............................. XX.............................. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end playfield2: ................................ ................................ ................................ ..................X............. .................XXX............ ................XXXXX......XX... ...............XXXXXXX.....XX... .................XXX........X... .................XXX........X... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end startposx player1x = rand if player1x > 150 then goto startposx startposy player1y = rand if player1y > 100 then goto startposy player0x = 50 : player0y = 50 COLUBK = $0F missile0height = 4 : missile0y = 255 NUSIZ0 = $00 score = 10000 : scorecolor = $08 m = 0 main COLUP1 = $80 COLUP0 = $40 COLUPF = $00 f=f+1 if f=10 then player0: %01101100 %00101000 %00011000 %01111100 %00011000 %00011100 %00011100 %00011110 end if f=10 then f=0 if g=00 then g=0 checkfire if missile0y>240 then goto skip missile0y = missile0y - 2 : goto draw skip if joy0fire then missile0y=player0y-2:missile0x=player0x+4 draw drawscreen if collision(missile0,player1) then score=score+1:player1x=rand/2:player1y=0:missile0y=255 if collision(player0,player1) then score=score-1 if m = 1 && collision(player0,playfield) then player0y = player0y + 1 : goto skipmove if m = 2 && collision(player0,playfield) then player0x = player0x + 1 : goto skipmove if m = 3 && collision(player0,playfield) then player0y = player0y - 1 : goto skipmove if m = 4 && collision(player0,playfield) then player0x = player0x - 1: goto skipmove if joy0up && !collision(player0,playfield) then player0y = player0y - 1 : m = 1 : goto skipmove if joy0left && !collision(player0,playfield) then player0x = player0x - 1 : REFP0 = 8 : m = 2 : goto skipmove if joy0down && !collision(player0,playfield) then player0y = player0y + 1 : m = 3 : goto skipmove if joy0right && !collision(player0,playfield) then player0x = player0x + 1 : m = 4 : REFP0 = 0 : goto skipmove skipmove if player0x < player1x then REFP1 = 8 if player0x > player1x then REFP1 = 0 goto main its pretty bare bones. I want to make the player run to the end of playfield 1 and go the beginning of playfield 2
  2. I failed to mention I'm also using BBatari I dont know if that makes a difference.
  3. I was wondering if i can get some help or pointers.(ive been reading forums and trying to do this on my own till i realized i couldn't figure it out). I want to make a plat former something like pitfall where once you get to the end of the playfield it goes to the next playfield. I dont know how to do that part. any help would be highly appreciated.
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