Sprybug Posted August 3, 2013 Share Posted August 3, 2013 (edited) Alright, as promised here is the Batari BASIC source code to Princess Rescue. The main reason for this release is for people to learn from. Hopefully there is something in my source code that can help you make some pretty cool games with Batari I knew it's big and can be confusing in places, and I'd be wiling to answer a few questions, but lets not go overboard. Oh, in addition, thanks to Random Terrain for thinking this... "please do not make a couple of small changes to this program, then try to sell it as your own creation." Maybe I just have too much faith in my fellow coders. Thanks for all your support, help, praise, etc -Chris Spry PR_V2b.bas Edited August 4, 2013 by Sprybug 16 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted August 3, 2013 Share Posted August 3, 2013 You might want to add "please do not make a couple of small changes to this program, then try to sell it as your own creation." http://www.youtube.com/watch?v=z-q29hbEP04 1 Quote Link to comment Share on other sites More sharing options...
Sprybug Posted August 3, 2013 Author Share Posted August 3, 2013 I would hope not. Making a little change could actually cause a problem in the other parts of the program that would cause a cascading effect causing the end of society as we know it! 3 Quote Link to comment Share on other sites More sharing options...
bennybingo Posted August 3, 2013 Share Posted August 3, 2013 You might want to add "please do not make a couple of small changes to this program, then try to sell it as your own creation. THIS MEANS YOU HOZER!!!" Fixed that for you! (then again, Hozer wouldn't even bother to change the code!) 2 Quote Link to comment Share on other sites More sharing options...
Sprybug Posted August 5, 2013 Author Share Posted August 5, 2013 Before I get question about the level data format and how the program uses it. I'll go ahead and put a post here about how it works. Every level has two data tables since a data table that can be accessed at any point can only be 255 bytes long. I needed to do this style of data table because of the ability to scroll back and forward and change up the pointer. In the code you'll see for example for World 1-1 the two tables, W11A and W11B. Every two bytes in the data table equals one column (top of screen to bottom of screen) of playfiled blocks along with possible player1 object initiation. The playfield is 11 rows, which is why it needs two bytes. The leftover bytes are used for information to where a player1 object scrolls onto the screen with the playfield. So for example: First Byte 1 X 2 X 4 X 8 X 16 X 32 X 64 X 128 X 2nd Byte 1 X 2 X 4 X 8-248 Object to appear (in increments of 8 since the first 7 bytes of every 8th byte are used for the playfield) So for example setting the 2nd byte in the series to 15 would give you 3 playfield blocks at the bottom of the screen in that column and tell the program that a "Fungi" is entering the screen and to initialize it. You can get a multiple of combinations of playfield blocks by adding the values together. How they function in the program depends on what level you're in. The bottom row is the ground, the next 3 up are the pipe, the next one is brick, the next is power block, etc for x-1 levels where as-in the x-3 levels all the rows are platforms that you can jump through from below except the top row which is the power brick row. Hopefully this gives you an understanding of how the playfield data works and now if you want to make some new challenging ROM hacked levels, go for it. 3 Quote Link to comment Share on other sites More sharing options...
Gateway Posted August 8, 2013 Share Posted August 8, 2013 THANK YOU VERY MUCH for sharing this! :thumbsup: Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted August 9, 2013 Share Posted August 9, 2013 I REALLY appreciate the opportunity to see if you've made any improvements. My two way scrolling engines always result in artifacts when turning the other direction. Quote Link to comment Share on other sites More sharing options...
bongomeno Posted August 10, 2013 Share Posted August 10, 2013 Thanks for this awesome content! Quote Link to comment Share on other sites More sharing options...
STGraves Posted January 26, 2015 Share Posted January 26, 2015 I would like to use the music from the dead screen on my game, if that's ok, and if it is i want to know how to get to play in the deadscreen on my game. thanks. Quote Link to comment Share on other sites More sharing options...
Sprybug Posted February 1, 2015 Author Share Posted February 1, 2015 (edited) I would like to use the music from the dead screen on my game, if that's ok, and if it is i want to know how to get to play in the deadscreen on my game. thanks. All the music data is in different data statements. Look for the routine labeled "mariodeath". You can see in that routine how it calls the data and jumps to the routine to play the music. You'll have to follow to where it's gosubing to figure it all out. The data is in "DeathMusic" and the ability to play it in a game cycle for 1/20th of a second is in "PlayDeathMusic". The game runs on 3 drawscreens (most of the time) per game cycle which is why it plays the notes for 1/20th of a second instead of 1/60th. Edited February 1, 2015 by Sprybug 1 Quote Link to comment Share on other sites More sharing options...
Papa Posted February 14, 2015 Share Posted February 14, 2015 That game is so awesome it inspired me to make my own games.. ..my wife beat it and she's hot!! Quote Link to comment Share on other sites More sharing options...
rsiddall Posted November 16, 2021 Share Posted November 16, 2021 Just messing around with some of the graphics and seeing if I could get a little closer to their "N'doh" counterparts. The only thing I've changed are the Goombas and Koopas (walking/flying). Figure this would be okay since it's been out a while and Sprybug has made the .bas readily available. Please remove if not. I've kept the file as a .bin to discourage any copying. PR_V2-graphics.bin 1 Quote Link to comment Share on other sites More sharing options...
orange808 Posted November 17, 2021 Share Posted November 17, 2021 2 Quote Link to comment Share on other sites More sharing options...
rsiddall Posted November 17, 2021 Share Posted November 17, 2021 (edited) 1 hour ago, orange808 said: Much better Goomba! I've updated the .bin and also updated my Koopas. Revised attached. PR_V2-graphics2.bin Edited November 17, 2021 by rsiddall 2 Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted November 17, 2021 Share Posted November 17, 2021 Both are great, congratulations. Would it be possible to make this last modification of Gomba with a more brownish hue? Like this. Quote Link to comment Share on other sites More sharing options...
orange808 Posted November 17, 2021 Share Posted November 17, 2021 One color per line. 1 Quote Link to comment Share on other sites More sharing options...
rsiddall Posted November 17, 2021 Share Posted November 17, 2021 (edited) 11 hours ago, alfredtdk said: Both are great, congratulations. Would it be possible to make this last modification of Gomba with a more brownish hue? Like this. You'd end up with something like this: Which looks more like this: My dilemma is/was trying to stay as faithful to the arcade counterpart. I don't think I was able to capture the "essence" as well as orange808 did. I'll include the Gossamer version for you when I have a chance to update the code. ? Edited November 17, 2021 by rsiddall 1 Quote Link to comment Share on other sites More sharing options...
rsiddall Posted November 17, 2021 Share Posted November 17, 2021 How about this? A little closer? Goomba3.mov 1 Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted November 17, 2021 Share Posted November 17, 2021 (edited) 1 hour ago, rsiddall said: Que tal agora? Um pouco mais perto? Goomba3.mov 35,72 kB · 1 download God!!! It almost looked like this creature from the Bugs Bunny cartoon. It would be identical if he were all red and wearing white boots, thank goodness not. I really liked the result rsiddall, of all versions.The eyes of the Gomba character made by orange808 are amazing, in my opinion conveys the essence of what he is, a cute being from a fantasy world. ? Edited November 17, 2021 by alfredtdk 1 1 Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted December 5, 2021 Share Posted December 5, 2021 Any suggestions on how to pass this stretch right at the beginning of phase 3 -1 ? I can't reach the green platform. I lose every life here and end up giving up. 1 Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted January 19, 2022 Share Posted January 19, 2022 Last year I made a version of Gomba, which reminds me more of a walking chimney than a mushroom. Your eyes are constantly moving up and down. Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted January 19, 2022 Share Posted January 19, 2022 (edited) I would like to commend this amazing game created by Sprybug. Thank you also for making your PR code available for our learning. I'm not a programmer and I had never used the Batari Basic tool, but at the end of last year that changed and I started using this tool on Linux. With the code available I made the first attempts changing only the sprites and colors. The result can be seen in the images below. I think Princess Rescue is the perfect game for those who want to venture out modifying it for their own use, creating other characters from movies, games, comics or even real life. Even better as Sprybug said using the code as a model of inspiration to create totally new and independent games. I'm taking my first steps, the road is still long and I hope to one day create my game. Thanks Sprybug . Edited January 19, 2022 by alfredtdk 2 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted January 19, 2022 Share Posted January 19, 2022 4 hours ago, alfredtdk said: I would like to commend this amazing game created by Sprybug. Thank you also for making your PR code available for our learning. Related link: randomterrain.com/atari-2600-memories-batari-basic-commands.html#ex_princess_rescue 2 Quote Link to comment Share on other sites More sharing options...
LatchKeyKid Posted March 7 Share Posted March 7 Thanks for the code as I just found out about this thread from a link in another! I'm surprised more folks haven't tried to hack this into something else more frequently. Quote Link to comment Share on other sites More sharing options...
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