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Sample Code for Paddle Control?


TooSlowGamer

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Could someone point me to Batari Basic sample code/snippets that uses a paddle controller?

 

Also, I'm trying to use the readpaddle kernel option, but when I use type in "currentpaddle" it gets highlighted in yellow (in VbB) like it's not a real command.

VbB still doesn't know all of the valid commands and things. If you are sure it's correct, you can probably ignore any warnings. The bB page has one tiny example so far:

 

http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#paddlereading

 

And you can use the advanced search to search bB forum topics for the word paddle to see if there are better examples.

Edited by Random Terrain
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Could someone point me to Batari Basic sample code/snippets that uses a paddle controller?

 

Also, I'm trying to use the readpaddle kernel option, but when I use type in "currentpaddle" it gets highlighted in yellow (in VbB) like it's not a real command.

VbB still doesn't know all of valid commands and things. If you are sure it's correct, you can probably ignore any warnings. The bB page has one tiny example so far:

 

http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#paddlereading

 

And you can use the advanced search to search bB forum topics for the word paddle to see if there are better examples.

 

Well, it won't compile either. The only problem is I can't compile with VbB, so I always copy and paste it into Crimson Editor to paste it. So, I think, the eroor that comes up is different.

 

It says "Fatal Assembly Error: Source is not Resolvable" "Unresolved Code List: mul8 0000 ???? (R )"

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Here's the code I'm trying to compile

 

 rem Generated 8/31/2010 7:01:06 PM by Visual bB Version 1.0.0.550
rem **********************************
rem *<filename>                      *
rem *<description>                   *
rem *<author>                        *
rem *<contact info>                  *
rem *<license>                       *
rem **********************************


rem Generated 8/31/2010 7:01:06 PM by Visual bB Version 1.0.0.550
rem **********************************
rem *<filename>                      *
rem *<description>                   *
rem *<author>                        *
rem *<contact info>                  *
rem *<license>                       *
rem **********************************


set kernel_options no_blank_lines readpaddle
set tv ntsc

playfield:
....XXX........................
...X...X.......................
...X...........................
....XXX........................
.......X.......................
...X...X.......................
....XXX........................
...............................
....XXX........................
...X...X.......................
...X...X.......................
...............................
end

COLUPF = $3C

player0x=50: player0y=50

sprites
player0:
%01000010
%01111110
%01111110
%01101110
%01111010
%01011110
%01110110
111100
011000
011000
end

loop
drawscreen
currentpaddle = 0
drawscreen
player0x = 2 * paddle + 1 : if player0x > 153 then player0x = 153

goto sprites

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Kaboom works fine in Stella, but I can't get my game to work or the game you linked. What the heck!?

Did you do this:

 

Tab key > Game Properties > Controller tab > paddles > close Stella > run game again.

 

Thanks a lot, it worked. But I'm still confused why Kaboom worked without this? I mean, there's no way the mouse could be set to joystick controls?

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It looks like bB requires a "include div_mul.asm" line if you enable bB paddle support.

The module is needed for the 2 * paddle + 1 above. If it were written as paddle * 2 + 1 it probably would not be needed. Looks like I should have the compiler check swapped multiplicands and choose the one that produces better code.

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