catsfolly Posted March 4, 2014 Share Posted March 4, 2014 Doodle Jump!! Cool! It's nothing really. When you post an animated GIF image in AA, it will display a preview frame in the thread; you'll have to click it to open the image viewer to play the animation. That's the standard behaviour, even with your own post. What we do is just type the magic words " In Firefox and Chrome, the gifs I add to my posts don't show a preview frame - they animate all the time. Obviously I am missing a step... What do I do? Quote Link to comment Share on other sites More sharing options...
catsfolly Posted March 4, 2014 Share Posted March 4, 2014 Well, just updated to IntyBASIC v0.6 with CONST statement support. It can be used this way: CONST my_constant = $1234 CONST other_constant = 3*7/2 A = my_constant B = other_constant CONST should be declared before being used, otherwise IntyBASIC will take reference as non-defined variable. Besides I've solved a bug in FOR STEP that happened if the TO value wasn't exact, like FOR A=1 TO 11 STEP 3 Finally I've added an example of MOB offset correction when using with SCROLL, check SCROLL.BAS example Sounds great! I'll give it a try! 1 Quote Link to comment Share on other sites More sharing options...
RevEng Posted March 4, 2014 Share Posted March 4, 2014 Obviously I am missing a step... What do I do? I think the forum software skips the preview thing if the image is small. Try scaling up the resolution. 1 Quote Link to comment Share on other sites More sharing options...
fsuinnc Posted March 4, 2014 Share Posted March 4, 2014 This may not be the right place to ask this but I do not understand the $ notation used in the intybasic programming like: CONST my_constant = $1234 or FOR X= 0 to 80 SPRITE 0,40+X + $600,20+$100,$0807 NEXT when X=0 what is 40 + X + $600 Thanks. (I'm pretty sure once I understand this I will be unstoppable) Quote Link to comment Share on other sites More sharing options...
+nanochess Posted March 4, 2014 Author Share Posted March 4, 2014 This may not be the right place to ask this but I do not understand the $ notation used in the intybasic programming like: CONST my_constant = $1234 or FOR X= 0 to 80 SPRITE 0,40+X + $600,20+$100,$0807 NEXT when X=0 what is 40 + X + $600 Thanks. (I'm pretty sure once I understand this I will be unstoppable) The numbers starting with $ are hexadecimal numbers, base 16 instead of 10, you can use digits 0-9 and A-F. The value $600 can be seen as 6*256+0*16+0 = 1536, so for X=0 the result would be 1576. In case of doubt you can use the calculator of your operating system, these always include hexadecimal mode. In this case the value $600 is used to make sprite (MOB) visible and double-scale in X direction. The 40 is an adjustment (offset) inside the screen. The following value $100 selects normal scale in Y direction. Flags tend to be more understood in hexadecimal notation, $600 versus 1536 is more readable. I hope this helps you Quote Link to comment Share on other sites More sharing options...
fsuinnc Posted March 4, 2014 Share Posted March 4, 2014 yes, this is very helpful. I thought it was something like that and I was just getting to the hex/decimal/binary converter and found that 600 hex was 1100000000 and when I compared that to the MOB X register layout 13 12 11 10 9 8 7 6 5 4 3 2 1 0+----+----+----+----+----+----+----+----+----+----+----+----+----+----+| ?? | ?? | ?? | X |VISB|INTR| X Coordinate || | | |SIZE| | | (0 to 255) |+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ a dim bulb started glowing. I was going to edit my post but you are darn fast. (It's been almost thirty years since I have done anything that had to do with registers or bits or anything low level and then it was a cyber 730/760 octal based machine) Thanks and please keep up the great work on Intybasic. 1 Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted March 4, 2014 Share Posted March 4, 2014 In Firefox and Chrome, the gifs I add to my posts don't show a preview frame - they animate all the time. Obviously I am missing a step... What do I do? Ah, scale it up, dear boy! I resize the image to 320x200 (at least), and the forum software will just display a thumbnail instead. Here's my process to make animated GIFs from jzIntv: I. Make the movie file: Play the ROM in jzIntv emulator Press F-10 to start the movie recorder Press F-10 again to stop the movie recorder Quit jzIntv emulator II. Convert the movie file to GIF: From the command-line, use the "imvtogif" utility that comes with the SDK-1600, like this: $ imvtogif mvi_0000.imv my_animated_gif.gif III. Scale the image to proper resolution: Open the resulting image file in GIMP image manipulating program (like Photoshop, but free). Select from the menu Image > Scale Image Set the Image Size: Width: 320 Height: 200 (make sure the chain to the right is "unlinked" by clicking it.) Alternatively, you can make it larger, but keep the same proportion: Width: 600 Height: 400 Set the Quality: Interpolation: None Click the Scale button. IV. Export to GIF file: Select from the menu Filters > Animation > Optimize (for GIF) Select from the menu File > Export Type in a name for your animation file, making sure to add an extension of ".gif" Click the Export button From the Export Image as GIF window, make sure to select the following: [ ] Interlace [X] GIF comment: Copyright (c) 2014 - Me, Myself, and I... bitch! [X] As animation [X] Loop forever Delay between frames where unspecified: [100] milliseconds Frame disposal where unspecified: [I don't care] [ ] Use delay entered above for all frames [ ] Use disposal entered above for all frames Click the Export button Et voilá! You have a nice, proportionally scaled, animated GIF. Plus, being a bit larger, the forum software will create a clickable thumbnail with a preview. Don't forget to add the magic words: <-- Click to animate P.S. It may look like a lot of steps, but once you do it the first time, you'll realize that's it's mostly a few clicks, and you're done. -dZ. 5 Quote Link to comment Share on other sites More sharing options...
+nanochess Posted March 4, 2014 Author Share Posted March 4, 2014 Just realized I've missed adding awhite2600 to contributors list. For next update Quote Link to comment Share on other sites More sharing options...
awhite2600 Posted March 5, 2014 Share Posted March 5, 2014 Just realized I've missed adding awhite2600 to contributors list. For next update No worries nanochess. 1 Quote Link to comment Share on other sites More sharing options...
catsfolly Posted March 7, 2014 Share Posted March 7, 2014 "Let's do it - MY WAY!" Here are some general purpose constants I've defined so far. They are "inspired" by Joe Z.'s gimini.asm file. If we all use these same names, that would make life easy for me. What do you think? Any strong opinions? CONST BACKTAB = $0200 CONST CS_GRAM = $0800 ' get picture from gram CONST CS_CARD = $01f8 ' gram or gram card number CONST MB_X_XPOS = $00FF ' mask for x pos CONST MB_X_INTR = $0100 ' enable collision regs CONST MB_X_VIS = $0200 ' make mob visible CONST MB_X_XSIZE = $0400 ' double size in x CONST MB_Y_YPOS = $007F ' mask for y pos CONST MB_Y_YRES = $0080 ' 16 bits in y CONST MB_Y_YSIZ2 = $0100 ' double y size CONST MB_Y_YSIZ4 = $0200 ' 4 times y size CONST MB_Y_YSIZ8 = $0300 ' 8 times y size CONST MB_Y_XFLIP = $0400 ' flip picture in x CONST MB_Y_YFLIP = $0800 ' flip picture in y CONST MB_A_GRAM = $0800 ' get picture from gram CONST MB_A_CARD = $07f8 ' mask for picture no. CONST MB_A_PRIO = $2000 ' priority (above/below bkgnd) REM colors for color stack, border, etc CONST C_BLK = $0 ' Black CONST C_BLU = $1 ' Blue CONST C_RED = $2 ' Red CONST C_TAN = $3 ' Tan CONST C_DGR = $4 ' Dark Green CONST C_GRN = $5 ' Green CONST C_YEL = $6 ' Yellow CONST C_WHT = $7 ' White CONST C_GRY = $8 ' Grey CONST C_CYN = $9 ' Cyan CONST C_ORG = $A ' Orange CONST C_BRN = $B ' Brown CONST C_PNK = $C ' Pink CONST C_LBL = $D ' Light Blue CONST C_YGR = $E ' Yellow-Green CONST C_PUR = $F ' Purple rem colors for backtab or mob a CONST X_BLK = $0 ' Black CONST X_BLU = $1 ' Blue CONST X_RED = $2 ' Red CONST X_TAN = $3 ' Tan CONST X_DGR = $4 ' Dark Green CONST X_GRN = $5 ' Green CONST X_YEL = $6 ' Yellow CONST X_WHT = $7 ' White CONST X_GRY = $1000 ' Grey CONST X_CYN = $1001 ' Cyan CONST X_ORG = $1002 ' Orange CONST X_BRN = $1003 ' Brown CONST X_PNK = $1004 ' Pink CONST X_LBL = $1005 ' Light Blue CONST X_YGR = $1006 ' Yellow-Green CONST X_PUR = $1007 ' Purple 4 Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted March 7, 2014 Share Posted March 7, 2014 I have very strong opinions, but none directed at your constants--at least not yet. Give me a few days. 1 Quote Link to comment Share on other sites More sharing options...
Byte Knight Posted March 15, 2014 Share Posted March 15, 2014 nanochess - THANK YOU for doing this! I've made several 2600 games using batari basic but my first gaming system was the Intellivision, so I can't wait to start playing around with this... 5 Quote Link to comment Share on other sites More sharing options...
+cmart604 Posted March 15, 2014 Share Posted March 15, 2014 nanochess - THANK YOU for doing this! I've made several 2600 games using batari basic but my first gaming system was the Intellivision, so I can't wait to start playing around with this... Excellent news! I've already bought your 2600 games and they're great, looking forward to seeing what you come up with for the Inty. Maybe a continuation of the series? Quote Link to comment Share on other sites More sharing options...
+nanochess Posted March 15, 2014 Author Share Posted March 15, 2014 nanochess - THANK YOU for doing this! I've made several 2600 games using batari basic but my first gaming system was the Intellivision, so I can't wait to start playing around with this... I'm glad you like it and looking forward to your developments. I've been impressed by the quality of your games Quote Link to comment Share on other sites More sharing options...
Byte Knight Posted March 15, 2014 Share Posted March 15, 2014 Thanks guys! I've got to finish up DK Arcade 2600 first, then I'm thinking of a Night Stalker-like game with a scrolling maze... 4 Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted March 15, 2014 Share Posted March 15, 2014 Thanks guys! I've got to finish up DK Arcade 2600 first, then I'm thinking of a Night Stalker-like game with a scrolling maze... Sounds good. Although having score/lives/etc. on screen while 4 way scrolling presents a challenge on the Inty. You might want to look at bump'n'jump for one style :- Pay attention to the background just below the digits. Or Super Cobra for another style :- Where the score etc. scrolls with the background. Or Caverns one of my Mars Mini games :- http://atariage.com/forums/topic/212069-mars-mini-games/ Where I use 4 sprites for the score. Anyways... We can discuss all the pros and cons when you get going on the project . 1 Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted March 15, 2014 Share Posted March 15, 2014 What do you think? Any strong opinions? If intvnut had no objections to their use then I'd rather use the names from gimini.asm (located in the 1600 SDK) but with '.' replaced with '_'. That way, if any BASIC developers move onto assembler they don't have to learn a whole new set of constants. I also think that the full names of colours would be better to e.g. X_DGR would become X_DARK_GREEN. But.... I'm not the target audience for the language so what do I know . Quote Link to comment Share on other sites More sharing options...
+5-11under Posted March 15, 2014 Share Posted March 15, 2014 If intvnut had no objections to their use then I'd rather use the names from gimini.asm (located in the 1600 SDK) but with '.' replaced with '_'. That way, if any BASIC developers move onto assembler they don't have to learn a whole new set of constants. I also think that the full names of colours would be better to e.g. X_DGR would become X_DARK_GREEN. But.... I'm not the target audience for the language so what do I know . Also, that way, assembler developers would be able to move onto Basic development. Quote Link to comment Share on other sites More sharing options...
Rev Posted March 15, 2014 Share Posted March 15, 2014 Thanks guys! I've got to finish up DK Arcade 2600 first, then I'm thinking of a Night Stalker-like game with a scrolling maze... What all games have you done on 2600? Quote Link to comment Share on other sites More sharing options...
intvnut Posted March 15, 2014 Share Posted March 15, 2014 (edited) If intvnut had no objections to their use then I'd rather use the names from gimini.asm (located in the 1600 SDK) but with '.' replaced with '_'. That way, if any BASIC developers move onto assembler they don't have to learn a whole new set of constants. I also think that the full names of colours would be better to e.g. X_DGR would become X_DARK_GREEN. But.... I'm not the target audience for the language so what do I know . For the record, I have no objection. Also, several years ago I moved that file into the public domain anyway. I also have some macros in stic.mac that also define some constants, including much less compressed names for the colors. Have a look. That file also is in the public domain. For example, you can use the __CSTK.xxx names directly, or use the gen_cstk_card() macro in assembly. Of course, those names have "GRAM" and "GROM" baked into the symbol (eg. __CSTK.GRAM_DarkGreen) so it may not be the most user friendly in that form. So, if someone wants to come up with a "common ground" header file for both IntyBASIC and assembly based on these, have at it. Plenty of free source material here to work with. :-) EDIT: Grrr... AA doesn't let you attach files with the extension ".mac"? WTH? gimini.asm stic.mac.txt Edited March 15, 2014 by intvnut Quote Link to comment Share on other sites More sharing options...
Byte Knight Posted March 16, 2014 Share Posted March 16, 2014 What all games have you done on 2600? Mostly Adventure-type games. In addition to the games in my signature, I did Evil Magician Returns, CGE Adventures, and Money Man. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted March 16, 2014 Share Posted March 16, 2014 Mostly Adventure-type games. In addition to the games in my signature, I did Evil Magician Returns, CGE Adventures, and Money Man. Plimpton says: The difference between Byte Knights programming and mine is clear! 1 Quote Link to comment Share on other sites More sharing options...
Jess Ragan Posted March 17, 2014 Share Posted March 17, 2014 Holy crap... Christmas Carole is an IntyBASIC game?! Man, this just keeps getting better and better. Think this compiler could make professional quality Intellivision games? Quote Link to comment Share on other sites More sharing options...
intvnut Posted March 17, 2014 Share Posted March 17, 2014 (edited) Holy crap... Christmas Carole is an IntyBASIC game?! Man, this just keeps getting better and better. Think this compiler could make professional quality Intellivision games? No, it isn't. dZ-Jay just used a Christmas Carol screen shot in his instructions on how to take screen shots. As I recall, it's built out of a version of his P-Machinery assembly language framework which he's described elsewhere. I don't have any idea of whether IntyBASIC could scale to professional quality games, but I imagine it could and no reason to think it couldn't. There may be limits to the kinds of professional quality games you could make. It's usually easier to wring every last cycle out with assembly code, if you're good at such things, but not every great game requires that. I leave it to nanochess and the IntyBASIC users to make a professional quality game happen. It looks like each new release has more neat stuff in it. Future's lookin' bright! :-) Me? I'll be over here with my assembly code, 'cause I'm weird like that. Edited March 17, 2014 by intvnut 1 Quote Link to comment Share on other sites More sharing options...
Rev Posted March 17, 2014 Share Posted March 17, 2014 No, it isn't. dZ-Jay just used a Christmas Carol screen shot in his instructions on how to take screen shots. As I recall, it's built out of a version of his P-Machinery assembly language framework which he's described elsewhere. I don't have any idea of whether IntyBASIC could scale to professional quality games, but I imagine it could and no reason to think it couldn't. There may be limits to the kinds of professional quality games you could make. It's usually easier to wring every last cycle out with assembly code, if you're good at such things, but not every great game requires that. I leave it to nanochess and the IntyBASIC users to make a professional quality game happen. It looks like each new release has more neat stuff in it. Future's lookin' bright! :-) Me? I'll be over here with my assembly code, 'cause I'm weird like that. Speaking of future....What in the world is your next game going to be, and when! You have been to quiet! Im imagining Space Patrol 2 or something. Or Space Patrol vs Godzilla or something awesome! Bueller? Quote Link to comment Share on other sites More sharing options...
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