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Can't get horizontal scrolling to work properly


Captain Spazer

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I'm having some difficulties with getting the horizontal scrolling working.

I can get the playfield to "flip" but not scroll, I'm trying to make the playfield scroll horizontal when joy0left and joy0right are used. What am I doing wrong?

 rem Generated 2016-08-23 17:58:56 by Visual bB Version 1.0.0.566
 rem **********************************
 rem *<filename>                      *
 rem *<description>                   *
 rem *<author>                        *
 rem *<contact info>                  *
 rem *<license>                       *
 rem **********************************

 set kernel_options pfcolors no_blank_lines
 set smartbranching on
   pfhline 8 5 23 on
 dim rand16 = z


 player0x=80 : player0y=75
 a=10
 c=10
 player1x=50 : player1y=75
main
 scorecolor=$44
 if a=10 then player0:
 %01001000
 %01111100
 %11111110
 %01111110
 %00000111
 %00000110
 %00001010
 %00010100
end

 if a=20 then player0:
 %10000010
 %01111100
 %11111110
 %01111110
 %00000111
 %00000110
 %00001010
 %00010100
end
 COLUP0=$0E

 if b=0 then REFP0=0
 if b=1 then REFP0=8


 if c=10 then player1:
 %00111000
 %00011000
 %00011000
 %00011000
 %00011000
 %00001000
 %00011000
 %00011000
end

 if c=20 then player1:
 %01100100
 %00101100
 %00111000
 %00011010
 %01111110
 %01001000
 %00011000
 %00011000
end
 c=c+1
 if c=30 then c=0





 playfield:
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
 .X.X.X.X.X.X.X.X.X.X.X.X.X.X.X.X
 .X.X.X.X.X.X.X.X.X.X.X.X.X.X.X.X
 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
end





   pfcolors:
   $f5
   $f5
   $f5
   $43
   $f5
   $f5
   $f5
   $26
   $24
   $22
   $D8
   $22
end

 COLUBK=$A8



 rem makes the goat headbut people
 if collision(player0,player1) && b=0 then d=1
 if d=1 then e=2 : player1x=player1x+1 : player1y=player1y-1

 if collision(player0,player1) && b=1 then d=2
 if d=2 then e=2 : player1x=player1x-1 : player1y=player1y-1

 rem checks if the human is out of bounds
 if d=1 && player1y=0 then score=score+10 : d=3
 if d=2 && player1y=0 then score=score+10 : d=3
 if d=1 && player1x=0 then score=score+10 : d=3
 if d=2 && player1x=0 then score=score+10 : d=3
 if d=1 && player1y=135 then score=score+10 : d=3
 if d=2 && player1y=135 then score=score+10 : d=3
 if d=3 then player1x=255 : player1y=255


 rem control logistics
 if joy0left then b=1 : a=a+1 : pfscroll left
 if joy0right then b=0 : a=a+1 : pfscroll right
 if joy0right && d=0 then player1x=player1x-1
 if joy0left && d=0 then player1x=player1x+1
 if d=3 && joy0left then e=e+1
 if d=3 && joy0right then e=e+1
 if e=60 then d=0 : e=0

 if a=30 then a=0

 rem scrolling logics
   if playfieldpos <> 8 then goto __Skip_Draw

   temp5 = rand : temp6 = rand/2

   if temp5 > temp6 then var44 = 0 : var45 = 0 : var46  = 0 : var47 = 0 : goto __Skip_Draw

   var44 = rand : var45 = rand : var46  = rand : var47 = rand

__Skip_Draw



 drawscreen


 goto main

Source: Billy Goat.bas

Edited by Captain Spazer
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The main problem was that you were redrawing the screen in the main loop, so the screen couldn't scroll. I also started adding variable aliases for you so the program will be easier to understand, but I gave up when I got to d since I don't know what it stands for, so you'll need to do the rest:

 

randomterrain.com/atari-2600-memories-batari-basic-commands.html#dim

 

I made some other changes to the code. You're now using a bit to flip the goat instead of wasting an entire variable. There is a scroll counter that limits the speed of the scroll. It's set to 8 right now, but you can change the number to make scrolling faster or slower.

 

billy_goat_2016y_08m_23d_1436t.bas

 

billy_goat_2016y_08m_23d_1436t.bin

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  • 2 weeks later...

Another question regarding pfscroll, I have some issues wih having the pfscroll, I get a glitch when I'm trying to do pfscroll down and pfscroll right. I'm using pfheight 8. When the screen ha scrolled down a bit the bottom half gets filled with a huge block of pixels. What gives?

   set kernel_options pfcolors pfheights

   dim _Scroll_Control = w

   pfheights:
   8
   3
   3
   3
   3
   3
   3
   3
   3
   3
   53
end


   pfcolors:
   $00
   $44
   $46
   $48
   $1A
   $1C
   $1E
   $C6
   $C8
   $CA
   $44
   $46
   $48
   $1A
   $1C
   $1E
   $C6
   $C8
   $CA
   $00
end

__Start_Restart

   ;***************************************************************
   ;
   ;  Mutes volume of both sound channels.
   ;
   AUDV0 = 0 : AUDV1 = 0



   ;***************************************************************
   ;
   ;  Clears 25 of the normal 26 variables (fastest way).
   ;
   a = 0 : b = 0 : c = 0 : d = 0 : e = 0 : f = 10 : g = 0 : h = 0 : i = 0
   j = 0 : k = 0 : l = 0 : m = 0 : n = 0 : p = 0 : q = 0 : r = 0
   s = 0 : t = 0 : u = 0 : v = 0 : w = 0 : x = 0 : y = 0



   ;***************************************************************
   ;
   ;  Draws the blocks.
   ;
   playfield:
   ................................
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
   ................................
end


main

 if collision(missile0,player1) then o=o+1 :  missile0x=255 : missile0y=255 : g=1 : q=60
 if g=1 then h=h+1
 if g=1 && h=60 then score=score+100 : goto __Start_Restart
 if h>0 then COLUBK=rand else COLUBK=$00

 rem makes sound when Master Computer is destroyed
 if q>1 then AUDV1 = 10 : AUDC1 = 8 : AUDF1 = 16
 if q<1 then AUDV1=0
 if q>0 then q=q-1

 rem Master Computer's shield logic
 if o=1 && _Scroll_Control = 28 then pfscroll right : pfscroll down : _Scroll_Control = 0
 if o=2 && _Scroll_Control = 20 then pfscroll right : _Scroll_Control = 0
 if o=3 && _Scroll_Control = 12 then pfscroll right : _Scroll_Control = 0
 if o=4 && _Scroll_Control = 4 then pfscroll right : _Scroll_Control = 0
 if o>0 then  _Scroll_Control = _Scroll_Control + 1

drawscreen

 goto main
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