+Lewis2907 Posted September 26, 2017 Share Posted September 26, 2017 It has been a while since I have had time to learn more about Bb. I made 2 games previously from stuff I found here on Bb. Basically I compiled them together and learned some interesting tricks along the way. I currently prefer DPC over the other kernels. The issue I am having is getting these 2 games to work on my AFP. My thought is that if I can get these to work I can play around with some other stuff I started on and continue to improve the game play etc. Any ideas or pointers are always welcome, thanks. Pac_Man_Eat_and_Run.bas.bin 20170925 - Pac Man Eat and Run DPC+.txt 20170925 -Save Earth DPC+.txt Save-Earth.bas.bin Quote Link to comment Share on other sites More sharing options...
+nanochess Posted September 26, 2017 Share Posted September 26, 2017 Your games cannot run in the Atari Flashback Portable because it doesn't support DPC. 2 Quote Link to comment Share on other sites More sharing options...
+Lewis2907 Posted September 26, 2017 Author Share Posted September 26, 2017 Nanochess, Thanks, I was dreading that. Stella and the almighty Cell Phone are fun to play games on of course, but with the AFP / Javatari (lessons learned there) making small games to show your friends, kids and grand kids is more appealing. I really like DPC even with the limitations. I will port these 2 games over to the Multisprite and continue my progress on learning more Bb there. One day I will try to make something for real hardware, but I am a few years away from that type of venture. The Save Earth may be better if done in 64K as I tried to make a huge map. Does the AFP work with 64K? I have not tried it yet. I plan to use the sample program that RevEng made as a test before I go down another rabbit hole. Last question from what I read 64K works only for the standard kernel and not both standard / multisprite? Thanks again for the response. Your games cannot run in the Atari Flashback Portable because it doesn't support DPC. 1 Quote Link to comment Share on other sites More sharing options...
+nanochess Posted September 26, 2017 Share Posted September 26, 2017 After checking the Atari Flashback Portable compatibility list https://docs.google.com/spreadsheets/d/1dN1l_iw3N4lJ69Wq2cqoLGKAxbo-gHLMohrhlSHwYNI/edit#gid=0, I think only a maximum of 32K ROM size is supported by AFP (Double Dragon), so you need to use the known mappers in order to make something playable in AFP. Quote Link to comment Share on other sites More sharing options...
Mr SQL Posted September 27, 2017 Share Posted September 27, 2017 You might like Flashback BASIC, it's lets you create games for the AFP with enhanced SuperCharger graphics Check out the link in my thread to try out some Flashback BASIC games in Javatari! Quote Link to comment Share on other sites More sharing options...
+Lewis2907 Posted September 27, 2017 Author Share Posted September 27, 2017 Mr. SQL, I will check out Flaskback Basic. So I have started to port the "Save Earth" over to Multisprite and I can't get it to work on AFP. I removed the $ where I read in another post that might be the issue, but still no luck. I may have my screen or color configurations off would be my next guess. I will continue to see what is going on with it. Any ideas or suggestions would be great. Save_earth.bas.bin 20170927 - Save Earth.txt 1 Quote Link to comment Share on other sites More sharing options...
Mr SQL Posted September 28, 2017 Share Posted September 28, 2017 Mr. SQL, I will check out Flaskback Basic. So I have started to port the "Save Earth" over to Multisprite and I can't get it to work on AFP. I removed the $ where I read in another post that might be the issue, but still no luck. I may have my screen or color configurations off would be my next guess. I will continue to see what is going on with it. Any ideas or suggestions would be great. Awesome! Very cool you are porting Save Earth to the portable Atari, the original bB configuration works and should let you make games up to 32k with the SuperChip, I think the multisprite kernel should be supported too. One thing we noticed is that if a game is very small it won't run, the portable expects a certain footprint to be present in memory bank used. Padding banks that aren't at least 2/3 full or thereabouts with extra uncalled code or data does the trick if that is happening. 1 Quote Link to comment Share on other sites More sharing options...
+Lewis2907 Posted October 20, 2017 Author Share Posted October 20, 2017 (edited) Attached is where I switched back to the standard kernel as this version here works on the AFP. Still a lot of work left to get to a decent game. Not sure if someone has a template they are using for the Multisprite Kernel. It would help me a lot to port Pac Man Eat n Run over to the AFP. If not I have an idea to just revamp the game all the way over from scratch and it might be a better game overall. I did not want to spend too much time trying to get a version working. I noticed that the standard kernel is fairly easy to get to work on the AFP. ***Edit*** I found a Mutlisprite program that Atarius Maximus loaded on Bb in 2007 that work on the AFP. But when you add the banks 2-8 you get an error. Thus it make it hard like Mr. SQL said that you have to fill 2/3 or so to make it work. default.bas.bin 20171019 - Save Earth.txt frenzy.txT.bin frenzy.txt Edited October 20, 2017 by Lewis2907 Quote Link to comment Share on other sites More sharing options...
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