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kikipdph

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Everything posted by kikipdph

  1. This link with an example of shooting in copies is probably what I need; I hope it's easier than how I started doing it The missile thing disappoints me; I don't like Flickr, but if there's no other way, then it will have to do however it can. Thank you for the help.
  2. Batari Basic To avoid thinking too much what's the best way, for example, if we have player1 and two of his copies (NUSIZ1=$3), to hit the back copy with a missile, while the first two remain, or hit the middle one and the two on the sides remain, etc. How to do this mathematically and programmatically in the best way? Secondly, is it possible to have multiple missiles without flicker? (DPC+) In fact, what is the best way to have multiple missiles on the screen?
  3. The game "THE FINAL D 2" would use a part of the story and rules from the first part of this game, but this sequel should also have some changes. These are the beginnings of the work on the game and the game label.
  4. The game Meooow! 2 for Atari 2600 has been released. When playing the game on a computer keyboard, it is recommended to use the numpad section because the regular arrow keys (outside the numpad area) may not always support simultaneously pressing the three buttons required in this game, at least on the keyboard I tested. For the best experience, it's naturally better to use an Atari console. Be sure to read the manual to learn how the cat can climb quickly. You can download the game through this link. https://prijedor-x.com/meooow2.html
  5. I think those are some kind of Batari Basic bugs because I didn't have that problem in the older version. I've also encountered some other bugs that are inexplicable and illogical.
  6. I copy the project and place it in another folder. That serves as my backup. But in this example, the game is finished and everything is working, so I didn't save when it wasn't working on the Atari. I thought someone might have had similar issues and knows the answer, so I posted this. Is it happening only to me, and logically I can't figure out what the problem is. I know how to "fix" it, but it's not really fixing because there are no actual errors in the code.
  7. Because I successfully fixed it, I don't have the exact code now when it didn't work on Atari. When it happens again, I will post the code. For now, I can only state that I fix it by adding another "drawscreen" or by moving "go sub" closer to "drawscreen" in the loop.
  8. Let's say the sub that calls is empty. You won't find an error in the code. Put the same code in an older version of BB and it will work. A substance is some kind of structure or lack of memory on a real atari. The emulator shows no errors and game works. Just move the callsub position or add another drawscreen and it works on the atari. But I don't know why that is. It's my PC. Is it my way of structuring or something else?
  9. The game works on the emulator but not on the Atari. And this happens with the latest version of Batari BASIC. If you slightly move the "Call Sub" towards "drawscreen", the game works on the Atari too. Everything else is the same, no changes in the code, just the positions. I'm using "Return" and that's not the issue. Similarly, in one game, when I placed "goto" at the beginning of the loop, the game didn't work on the Atari. That "goto" was exiting the loop. When I moved it towards "drawscreen", the game worked. This didn't happen in the previous version of BB, and it's very strange. Here's an example where it doesn't work on the Atari. __Main_Loop ;*************************************************************** ; ; 88 rows that are 2 scanlines high. ; DF6FRACINC = 255 ; Background colors. DF4FRACINC = 255 ; Playfield colors. DF0FRACINC = 128 ; Column 0. DF1FRACINC = 128 ; Column 1. DF2FRACINC = 128 ; Column 2. DF3FRACINC = 128 ; Column 3. ;*************************************************************** ; ; Simple fix for the top two lines having the same color. ; asm lda DF6FRACDATA lda DF4FRACDATA end gosub __Pozadina_10 if n = 1 then goto iskok if joy0fire then n = 1 : goto skiptitle iskok if !joy0fire then n = 0 drawscreen goto __Main_Loop skiptitle Here's an example where it works. (two drawscreen) __Main_Loop ;*************************************************************** ; ; 88 rows that are 2 scanlines high. ; DF6FRACINC = 255 ; Background colors. DF4FRACINC = 255 ; Playfield colors. DF0FRACINC = 128 ; Column 0. DF1FRACINC = 128 ; Column 1. DF2FRACINC = 128 ; Column 2. DF3FRACINC = 128 ; Column 3. ;*************************************************************** ; ; Simple fix for the top two lines having the same color. ; asm lda DF6FRACDATA lda DF4FRACDATA end drawscreen gosub __Pozadina_10 if n = 1 then goto iskok if joy0fire then n = 1 : goto skiptitle iskok if !joy0fire then n = 0 drawscreen goto __Main_Loop
  10. I create free games for Atari, but I only have a donation button, and there have been a few donations, but nothing significant. I allow my games to be on the AA store if the price is in line with a custom cartridge because I already allow people to order custom cartridges for themselves. If I were to think about money, I would rather work for other platforms than the Atari console.
  11. The game is finished and all I have to do is the manual and the labels. Maybe there will be changes in the game, but I consider it finished
  12. I added another "drawscreen" within the loop, which solved the problem, but I still haven't figured out why it was happening.
  13. Sometimes it happens that a game works on the Stella emulator but not on the Atari console. Later, by moving the "call sub" from the upper section to a lower position towards "drawscreen," I solved that problem. Now I have the same problem again, but the "call sub" is close to "drawscreen." Essentially, does anyone know exactly what is causing the problem, so that I can understand what it is about? DPC+
  14. The video game, tentatively titled "MEOOOW! 2," is planned to be based on the game "MEOOOW" that I casually developed. Since the game bears too much resemblance to "KABOOM!," this new cat-themed game aims to revolve around a cat collecting falling food and reaching the cake placed on the top shelf. Additionally, like in the first version of this game, there would be a feature to freeze or temporarily halt the food so that the cat gains a time advantage. If this concept doesn't succeed, I will change the storyline of the game to something else because I really like this cat
  15. The easiest way is to stop programming Atari games
  16. I use both, depending on which bank the subroutine is in.
  17. Positioning the sprites in relation to the drawscreen doesn't help. I haven't tried anything else.
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