midnight8 Posted April 26, 2008 Share Posted April 26, 2008 (edited) in a game? Edited April 26, 2008 by midnight8 Quote Link to comment Share on other sites More sharing options...
jbs30000 Posted April 26, 2008 Share Posted April 26, 2008 I don't think the 2600 has text built in. You have to use sprites or playfield pixels to create letters and numbers. Quote Link to comment Share on other sites More sharing options...
midnight8 Posted April 26, 2008 Author Share Posted April 26, 2008 I don't think the 2600 has text built in. You have to use sprites or playfield pixels to create letters and numbers. thats what I thought. just wanted to make sure Quote Link to comment Share on other sites More sharing options...
Fort Apocalypse Posted April 26, 2008 Share Posted April 26, 2008 I don't think the 2600 has text built in. You have to use sprites or playfield pixels to create letters and numbers. thats what I thought. just wanted to make sure There are actually a few ways to write text, but nothing really super easy. * write text using playfield - this is what I usually do. can scroll it too * write text using player sprites, or a really tall player sprite * override the definition of the numbers/digits displayed for score and use it to display characters There may be other ways as well, but those are the ones I know of. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted April 26, 2008 Share Posted April 26, 2008 When we get more bB users, maybe one of them will create a minikernel that will make it easier to display text. Quote Link to comment Share on other sites More sharing options...
+batari Posted April 26, 2008 Share Posted April 26, 2008 There is a 12-digit x 12 line text kernel waiting for integration into bB, and the way to integrate it has been worked out, IIRC. It's just waiting for me to spend the time to do the work (but... if the multisprite kernel is any indication, it will be a painful process.) Quote Link to comment Share on other sites More sharing options...
Gorf Posted April 26, 2008 Share Posted April 26, 2008 There is a 12-digit x 12 line text kernel waiting for integration into bB, and the way to integrate it has been worked out, IIRC. It's just waiting for me to spend the time to do the work (but... if the multisprite kernel is any indication, it will be a painful process.) Good luck on that Fred...its never easy adding something new to code and I can imagine it's no easier on the 2600. Quote Link to comment Share on other sites More sharing options...
MausGames Posted April 26, 2008 Share Posted April 26, 2008 I can't wait for that batari, it sounds awesome! Do you think it will be something we can use to create text adventure games? Will it be usable in tandem with the standard kernel, for example to add a start menu to a game? Quote Link to comment Share on other sites More sharing options...
+batari Posted April 26, 2008 Share Posted April 26, 2008 I can't wait for that batari, it sounds awesome! Do you think it will be something we can use to create text adventure games? Will it be usable in tandem with the standard kernel, for example to add a start menu to a game? Yes to all. It will likely be a function that takes over the screen for as many frames as you wish, and will work with the standard kernel or independently (though if used with the std. kernel, it will clear your playfield if invoked, since it needs to use memory there for the text.) You get 12 lines of text, 11 of them can only be changed a whole line at a time, but one (and you pick which one) can change individual characters of the text. With the multisprite kernel, however, it will clear all player definitions, locations and other parameters, so you'd need to reset everything after you finish with the text. I don't want to get everyone too excited, as it will probably take a while. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted April 26, 2008 Share Posted April 26, 2008 I don't want to get everyone too excited, as it will probably take a while. It's still nice to know that someone is working on it, even if it might take few extra years. Quote Link to comment Share on other sites More sharing options...
supercat Posted April 26, 2008 Share Posted April 26, 2008 Any possibility of 13 chars/line? Quote Link to comment Share on other sites More sharing options...
+batari Posted April 26, 2008 Share Posted April 26, 2008 Any possibility of 13 chars/line? That could work. What are the RAM and ROM requirements of that kernel compared with 12 chars? Quote Link to comment Share on other sites More sharing options...
jbs30000 Posted April 26, 2008 Share Posted April 26, 2008 Actually, I completely forgot about the Atari Basic Programming cartridge. It had text. http://upload.wikimedia.org/wikipedia/en/b...programming.png Quote Link to comment Share on other sites More sharing options...
smartkitten26 Posted August 19, 2009 Share Posted August 19, 2009 When we get more bB users, maybe one of them will create a minikernel that will make it easier to display text. Well i'm working on an DOS for the 2600, but it doesn't really use a minkernel Quote Link to comment Share on other sites More sharing options...
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