Scott_B Posted November 11, 2016 Share Posted November 11, 2016 (edited) set romsize 2k set kernel_options player1colors pfcolors player1: %00000000 %00011000 %00100000 %01000000 %01110000 %11101000 %10100000 %11100000 end player0: %11100111 %10100101 %11101111 %01110100 %01101100 %00000100 %00011111 %00000000 end pfcolors: $00 $1E $1E $1E $00 $92 $D6 $1E $40 $C0 $C0 end playfield: ................................ .........................XXXX... .........................XXXX... .........................XXXX... ................................ ...............................X ..............................XX ............................XXXX .........................XXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end set optimization inlinerand set optimization speed COLUBK = $BE player0x=20 player0y=72 COLUP0 = $00 COLUP1 = $04 loop drawscreen AUDF0 = 20 AUDC0 = 3 AUDF0 = 3 if joy0left then player0x=player0x-1 if joy0right then player0x=player0x+1 if joy0up then player0y=player0y-1 if joy0down then player0y=player0y+1 player1x=player0x player1y=player0y-2 goto loop When I compile this, the bicyicle (player0) and the stick figure (player1) are not different colors. WTF?! Edited November 11, 2016 by Scott_B Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted November 11, 2016 Share Posted November 11, 2016 Look at the second paragraph here: randomterrain.com/atari-2600-memories-batari-basic-commands.html#colup0 Quote Link to comment Share on other sites More sharing options...
Scott_B Posted November 11, 2016 Author Share Posted November 11, 2016 Look at the second paragraph here: randomterrain.com/atari-2600-memories-batari-basic-commands.html#colup0 -.- Quote Link to comment Share on other sites More sharing options...
bogax Posted November 11, 2016 Share Posted November 11, 2016 (edited) here I've rearranged your code to be more to my liking I moved the kernel options stuff to the beginning I added a player1color statement I poked holes in player0 so player1 would show through I moved the player0 color assignment (COLUP0 = $00) to just before drawscreen (you'll end up with COLUP0 being the leftover score color from the previous drawscreen otherwise) edit COLUP0 has to be set before the next drawscreen but it doesn't matter where set romsize 2k set kernel_options player1colors pfcolors set optimization inlinerand set optimization speed player1: %00000000 %00011000 %00100000 %01000000 %01110000 %11101000 %10100000 %11100000 end player1color: $42 $44 $46 $48 $4A $4C $4E $50 end player0: %11100111 %10100101 %11101111 %01100100 %01001100 %00000100 %00001111 %00000000 end pfcolors: $00 $1E $1E $1E $00 $92 $D6 $1E $40 $C0 $C0 end playfield: ................................ .........................XXXX... .........................XXXX... .........................XXXX... ................................ ...............................X ..............................XX ............................XXXX .........................XXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end COLUBK = $BE player0x=20 player0y=72 loop COLUP0 = $00 drawscreen AUDF0 = 20 AUDC0 = 3 AUDF0 = 3 if joy0left then player0x=player0x-1 if joy0right then player0x=player0x+1 if joy0up then player0y=player0y-1 if joy0down then player0y=player0y+1 player1x=player0x player1y=player0y-2 goto loop Edited November 11, 2016 by bogax Quote Link to comment Share on other sites More sharing options...
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