+atari2600land Posted May 8, 2013 Author Share Posted May 8, 2013 Yeah, I noticed that too. I put that in my code. Quote Link to comment Share on other sites More sharing options...
bogax Posted May 9, 2013 Share Posted May 9, 2013 Your code looks kind of convoluted. I didn't try too hard to follow it. here alien_noises if g>8 then g=8 : goto intro_main_2_setup if f<3 then c{3}=1 if c{3} then f=f+1 else f=f-1 if f>30 then c{3}=0 : g=g+1 AUDV1=g : AUDC1=6 : AUDF1=f return you branch out of a subroutine without popping the stack, do you ever return? (doesn't look like it to me, but I can't be sure) I assume you're meant to bounce off the orange, you don't always. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 9, 2013 Author Share Posted May 9, 2013 Your code looks kind of convoluted. I didn't try too hard to follow it. here alien_noises if g>8 then g=8 : goto intro_main_2_setup if f<3 then c{3}=1 if c{3} then f=f+1 else f=f-1 if f>30 then c{3}=0 : g=g+1 AUDV1=g : AUDC1=6 : AUDF1=f return you branch out of a subroutine without popping the stack, do you ever return? (doesn't look like it to me, but I can't be sure) I assume you're meant to bounce off the orange, you don't always. That part of the code is in the beginning intro scene. As far as I know it works OK, are you trying to tell me there's a bug in it? Quote Link to comment Share on other sites More sharing options...
bogax Posted May 9, 2013 Share Posted May 9, 2013 That part of the code is in the beginning intro scene. As far as I know it works OK, are you trying to tell me there's a bug in it? If you're leaving junk on the stack, yes. This is particularly true with bB where the stack is only 3 or (something) deep. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 9, 2013 Author Share Posted May 9, 2013 What do you mean by "stack"? Quote Link to comment Share on other sites More sharing options...
bogax Posted May 9, 2013 Share Posted May 9, 2013 (edited) What do you mean by "stack"? call stack (Wikipedia) In the 2600 the variables are at the bottom of memory and the stack is at the top and grows downward. You're liable to run over something important or have something important run over you if you let the stack grow too big. edit: In case it's not clear from that article, on the 2600, gosub saves two bytes to the stack and return removes them, if you don't execute a return for every gosub you execute or pop the return address from the stack, the stack (on the 2600) can/will grow untill it overwrites other stuff (or is overwritten by other stuff). Edited May 9, 2013 by bogax Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 9, 2013 Author Share Posted May 9, 2013 OK. I fixed that as well as some other minor stuff I found. I also changed the collision detection on level 3 so I think it would work better (unless I made a mistake or something.) plim20.bas.bin plim20.bas Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted May 10, 2013 Share Posted May 10, 2013 Glad to see you back to working on this. I always thought it was an interesting game & really liked the cut-scenes. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 10, 2013 Author Share Posted May 10, 2013 Thanks. Level 3 has been completed. But since I haven't programmed level 4 yet, it just goes back to level 3. To defeat the octopi, conk their heads from above. Then new octopi will come back twice. plim21.bas.bin 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 16, 2013 Author Share Posted May 16, 2013 Level 4 is inside a whale. You can move back and forth, but I don't know why you would want to go left. This isn't finished yet, so there's no ending. plim25.bas.bin Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted May 16, 2013 Share Posted May 16, 2013 I hope you know what you're creating here is art. It's a story told in animated scenes and gameplay modes. THIS is what indie game development is all about! Unique. imaginative. fun. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 17, 2013 Author Share Posted May 17, 2013 Thanks for the comment, theloon. I made level 4 have an ending and I have an idea of what to do for level 5. Tell me if the faster fishes are too hard to avoid or not. What is going to happen in level 5? Watch the cutscene after level 4 to find out! plim26.bas.bin Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted May 17, 2013 Share Posted May 17, 2013 The red fish are hard to see and some shades are pretty much impossible to see. If this is played on a TV, they'll blend in completely. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 17, 2013 Author Share Posted May 17, 2013 Changed it so fish are either blue or green and not red. plim26.bas.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 17, 2013 Author Share Posted May 17, 2013 (edited) What I did here was change the way level 1 works, so it starts at the beginning instead of at the end of level 3. I also changed the score font. Let me know if you find any bugs. plim27beginning.bas.bin Edited May 17, 2013 by atari2600land Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 17, 2013 Author Share Posted May 17, 2013 Thought I'd make Frank look better in the opening scene. Kind of a minor update, so I didn't bother posting it here. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted May 17, 2013 Share Posted May 17, 2013 Speaking of colors, remember that these tools can help you find colors that look good on top of other colors: randomterrain.com/atari-2600-memories-tia-color-charts.html#ntsc_color_tool atariage.com/forums/topic/206598-color-compatibility-tool-for-use-with-stella-or-your-harmony-cart/ Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 18, 2013 Author Share Posted May 18, 2013 LEVEL 5: Frank finds himself on top of a mountain. Frank must climb his way down it to get to the valley below. Watch out for falling rocks! plim29.bas.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 21, 2013 Author Share Posted May 21, 2013 (edited) Added some more to level 5. Please tell me if you find any bugs. Also, I think I'm beginning to get near the end of 16k. I think I may make it 32k so it can be a longer game. But I don't really have any more ideas for levels. I'll try to come up with one for level 6. EDIT: I forgot to mention, if you get to screen 10, (the level that looks like a triple U) you can't get to screen 11 and it will loop back to screen 10 and cause untold chaos because I haven't programmed the ending to level 5 yet. plim31.bas.bin Edited May 21, 2013 by atari2600land Quote Link to comment Share on other sites More sharing options...
Kiwi Posted May 22, 2013 Share Posted May 22, 2013 BUG: Upon boot up on level 5. When you press up and the guy wrap around the screen from the top to the bottom. When he wrap back from the bottom to the top of the mountain, he is prevented from scaling down the mountain and won't be able to leave that screen. I think if he's was initially position in the mountain, I think that would fix the problem. I really enjoy games such as this one. Great job! Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 22, 2013 Author Share Posted May 22, 2013 (edited) I don't really see that happening, so I don't know what to fix. Tell me if it is fixed in this version. After level 5, there's a cut scene and then level 6 begins, where you're in a tree. Right now you can only jump once, and there's a bug involving the ledges. Thanks for the compliment. plim33.bas.bin Edited May 22, 2013 by atari2600land Quote Link to comment Share on other sites More sharing options...
Kiwi Posted May 23, 2013 Share Posted May 23, 2013 Sorry I wasn't totally clear. I went back and tried it again. It turns out pressing right at the mountain peak when you first fall upon it will move you up. I first accidentally discovered it when I accidentally moved the mouse. I didn't know how I did it at that time. I did it in the current version, but did advance the player in the next screen. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 23, 2013 Author Share Posted May 23, 2013 OK, I think I fixed what you were trying to say here. plim33.bas.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 23, 2013 Author Share Posted May 23, 2013 Help time. Suppose temp1 is either 0 or 1. How would I then save that number into, say, v{1}? Because temp1=v{1} is not going to do this. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted May 23, 2013 Share Posted May 23, 2013 Help time. Suppose temp1 is either 0 or 1. How would I then save that number into, say, v{1}? Because temp1=v{1} is not going to do this. Seems like this would save temp1 if it really is only 0 or 1: v{1} = temp1{0} Quote Link to comment Share on other sites More sharing options...
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