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Plim


atari2600land

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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.

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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?

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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.

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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 by bogax
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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/

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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 by atari2600land
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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!

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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.

post-9475-0-31140300-1369262609_thumb.png

plim33.bas.bin

Edited by atari2600land
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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.

 

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