Rabbit 2600 Posted October 1, 2013 Share Posted October 1, 2013 Where can I get my hands on DPC+? Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted October 1, 2013 Share Posted October 1, 2013 I think R.T. is compiling some information about DPC+ http://atariage.com/forums/topic/215256-need-help-compiling-and-updating-dpc-information/ I have no idea where the very, very latest DPC+ is. I don't think it officially got out of pre 1.0 status. UPDATE: This topic *may* have it http://atariage.com/forums/topic/209496-getting-started-with-the-dpc-kernel/ Quote Link to comment Share on other sites More sharing options...
iesposta Posted October 1, 2013 Share Posted October 1, 2013 http://atariage.com/forums/topic/214909-bb-with-native-64k-cart-support-11dreveng/?p=2799489 This is the latest with additions and bug fixes, in Post 1. Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted October 1, 2013 Author Share Posted October 1, 2013 Awesome, cheers! Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted October 1, 2013 Share Posted October 1, 2013 The bB page has a growing section about the DPC+ kernel: randomterrain.com/atari-2600-memories-batari-basic-commands.html#dpcplus It tells you where to go to get the latest version of bB with the DPC+ kernel. This section also tells you where to get the latest version of bB with the DPC+ kernel: randomterrain.com/atari-2600-memories-batari-basic-commands.html#gettingstarted 1 Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted October 4, 2013 Author Share Posted October 4, 2013 Awesome! Hm, I do have a question about multisprites in DPC+ Player1 is set up like this; e=e+1 rem POSSIBLY INEFFICIENT CODE, SEPARATE COLOR INFO FOR EACH FRAME... if e = 16 then player1: %01100000 %00110000 %00110100 %01100110 %01100010 %01111100 %00111100 %10111001 %10011001 %01011010 %00111110 %00001100 %00010010 %00011110 %00101101 %00011110 end if e = 16 then player1color: $E6; $E6; $E4; $A4; $A6; $A6; $E4; $E6; $E6; $E6; $E6; $E6; $E6; $E6; $E6; $E6; end if e = 32 then player1: %00000000 %00100110 %00010100 %00100110 %01100110 %00111100 %00111100 %00111100 %10011001 %11011011 %00111100 %00011000 %00100100 %00111100 %01011010 %00111100 end if e = 32 then player1color: $E6; $E6; $E4; $A4; $A6; $A6; $E4; $E6; $E6; $E6; $E6; $E6; $E6; $E6; $E6; $E6; end if e = 48 then player1: %00000011 %00000110 %00100110 %01100011 %01000011 %00111110 %00111100 %00011100 %00011000 %10011001 %11111111 %00110000 %01001000 %01001000 %10110100 %01111000 end if e = 48 then player1color: $E6; $E6; $E4; $A4; $A6; $A6; $E4; $E6; $E6; $E6; $E6; $E6; $E6; $E6; $E6; $E6; end if e = 64 then player1: %00000000 %00100110 %00010100 %00100110 %01100110 %00111100 %00111100 %00111100 %10011001 %11011011 %00111100 %00011000 %00100100 %00111100 %01011010 %00111100 end if e = 64 then player1color: $E6; $E6; $E4; $A4; $A6; $A6; $E4; $E6; $E6; $E6; $E6; $E6; $E6; $E6; $E6; $E6; end if e=64 then e=0 Do I simply need to copy this and rename it player2 instead of player1? Maybe multisprites can't be multicolored? Quote Link to comment Share on other sites More sharing options...
iesposta Posted October 4, 2013 Share Posted October 4, 2013 Yes. Coping should work. You do not need to define the same colors if they are not changing. Also sprites in DPC+ are right side up (there is a flip in VbB). Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted October 4, 2013 Author Share Posted October 4, 2013 Hm, I get an error saying: Compile started at 2013-10-05 00:25:13Compiling C:\atari\Dead Road\default.basDASM V2.20.07, Macro Assembler ©1988-2003 bytes of ROM space left 1820 bytes of ROM space left 1820 bytes of ROM space left--- Unresolved Symbol Listpfcenter 0000 ???? (R )player2height 0000 ???? (R )kernelmacrodef 0000 ???? (R )pfhalfwidth 0000 ???? (R )player2pointerhi 0000 ???? (R )player2pointerlo 0000 ???? (R )Fatal assembly error: Source is not resolvable.Errors were encountered during assembly.2600 Basic compilation completed.Compilation completed at 2013-10-05 00:25:14view output file:///C:/atari/Dead Road/bin Sourcecode: rem CODE INSPIRED BY Atarius Maximus at http://www.atariage.com/forums/index.php?showtopic=109288 set kernel DPC+ set kernel_options player1colors playercolors pfcolors set smartbranching on AUDV0=0 AUDV1=0 player0x = 77 player0y = 85 player1x = 77 player1y = 30 ballx = 50 bally = 30 dim _P1_L_R = player1x.a dim _P1_U_D = player1y.b dim _P0_L_R = player0x.c dim _P0_U_D = player0y.d const pfscore=1 pfscore1 = 21 pfscorecolor = $0E main ballheight = 4 CTRLPF = $21 scorecolor = $0E player0: %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00101000 %00010000 end player0color: $04; $04; $04; $04; $04; $04; $04; $04; $04; $04; $04; $04; $04; $04; $04; $04; end e=e+1 rem POSSIBLY INEFFICIENT CODE, SEPARATE COLOR INFO FOR EACH FRAME... if e = 16 then player1: %01100000 %00110000 %00110100 %01100110 %01100010 %01111100 %00111100 %10111001 %10011001 %01011010 %00111110 %00001100 %00010010 %00011110 %00101101 %00011110 end if e = 16 then player1color: $E6; $E6; $E4; $A4; $A6; $A6; $E4; $E6; $E6; $E6; $E6; $E6; $E6; $E6; $E6; $E6; end if e = 32 then player1: %00000000 %00100110 %00010100 %00100110 %01100110 %00111100 %00111100 %00111100 %10011001 %11011011 %00111100 %00011000 %00100100 %00111100 %01011010 %00111100 end if e = 32 then player1color: $E6; $E6; $E4; $A4; $A6; $A6; $E4; $E6; $E6; $E6; $E6; $E6; $E6; $E6; $E6; $E6; end if e = 48 then player1: %00000011 %00000110 %00100110 %01100011 %01000011 %00111110 %00111100 %00011100 %00011000 %10011001 %11111111 %00110000 %01001000 %01001000 %10110100 %01111000 end if e = 48 then player1color: $E6; $E6; $E4; $A4; $A6; $A6; $E4; $E6; $E6; $E6; $E6; $E6; $E6; $E6; $E6; $E6; end if e = 64 then player1: %00000000 %00100110 %00010100 %00100110 %01100110 %00111100 %00111100 %00111100 %10011001 %11011011 %00111100 %00011000 %00100100 %00111100 %01011010 %00111100 end if e = 64 then player1color: $E6; $E6; $E4; $A4; $A6; $A6; $E4; $E6; $E6; $E6; $E6; $E6; $E6; $E6; $E6; $E6; end if e=64 then e=0 s=s+1 rem POSSIBLY INEFFICIENT CODE, SEPARATE COLOR INFO FOR EACH FRAME... if s = 16 then player2: %01100000 %00110000 %00110100 %01100110 %01100010 %01111100 %00111100 %10111001 %10011001 %01011010 %00111110 %00001100 %00010010 %00011110 %00101101 %00011110 end if s = 32 then player2: %00000000 %00100110 %00010100 %00100110 %01100110 %00111100 %00111100 %00111100 %10011001 %11011011 %00111100 %00011000 %00100100 %00111100 %01011010 %00111100 end if s = 48 then player2: %00000011 %00000110 %00100110 %01100011 %01000011 %00111110 %00111100 %00011100 %00011000 %10011001 %11111111 %00110000 %01001000 %01001000 %10110100 %01111000 end if s = 64 then player2: %00000000 %00100110 %00010100 %00100110 %01100110 %00111100 %00111100 %00111100 %10011001 %11011011 %00111100 %00011000 %00100100 %00111100 %01011010 %00111100 end if s=64 then s=0 pfcolors: $04 $04 $04 $D2 $20 $20 $22 $22 $24 $24 $26 end playfield: .....XX.X...XXX......X...XX..... .XX..XX.X.X.XXX..X.X.XX..XX.X.X. .XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end drawscreen if joy0right then _P0_L_R = _P0_L_R + 0.50 if joy0left then _P0_L_R = _P0_L_R - 0.50 if _P1_U_D < _P0_U_D then _P1_U_D = _P1_U_D + 0.15 if _P1_U_D > _P0_U_D then _P1_U_D = _P1_U_D - 0.15 if player0x = player1x && joy0fire then player1y = 30 : player1x = rand : score = score + 10 : n = 11 if player1y = player0y then o = 11 : player1x = rand : player1y = 30 : player0y = 85 : pfscore1 = pfscore1/4 if player1x < 50 then player1x = rand if player1x > 135 then player1x = rand if n > 0 then AUDV0 = 15 : AUDC0 = 8 : AUDF0 = 30 : n = n - 1: if n = 0 then AUDV0 = 0 if o > 0 then AUDV0 = 15 : AUDC0 = 7 : AUDF0 = 25 : o = o - 1: if o = 0 then AUDV0 = 0 goto main Quote Link to comment Share on other sites More sharing options...
iesposta Posted October 4, 2013 Share Posted October 4, 2013 Set kernel_options has to go. DPC+ has all that in already. Scorecolor: is different. It is defined like playerXcolor: Usually with 8 color values then an end. Fractional data fetchers must be set before each drawscreen. Bank 1 is filled with bB so you have to "goto LABEL bank2" after set kernel DPC+ Bank 2 temp1=temp1 LABEL See randomterrain.com for examples of DECFRACINC . Find one of my posts with .bas files and look at the top. Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted October 5, 2013 Author Share Posted October 5, 2013 Ahh, cheers. Now I should be able to get things going =) Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted October 5, 2013 Share Posted October 5, 2013 There's kind of a template here that you can use: randomterrain.com/atari-2600-memories-batari-basic-commands.html#dpc_harmony Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted October 5, 2013 Author Share Posted October 5, 2013 Cheers, I think I got DPC+ under control now =) Quote Link to comment Share on other sites More sharing options...
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