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My history teacher ate lemons.


atari2600land

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Also added health meter. Can INTV handle having letters on every single character space? I've been having trouble using cls until I tried clearing the space with "/319", which is an undefined character, but does it count in terms of it displaying a letter?

 

 

I'm not sure what you mean by "handle having letters on every single character space." It's a full 20x12 character grid, and yes, every single position has a character associated with it (whether or not the character image has any pixels set). This is different from the TIA model, where you have to build your text in software.

 

Also not sure what you mean by "clearing the space with /319". Perhaps if you could post a fragment of code that causes problems, someone might spot what the error is?

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Which do you like better? The former title screen or this new one I made using a picture of a real lemon?

 

I like the better proportions of the photo-based image; however, I like the crisp boundary and black dots for shading on the hand-drawn image. Perhaps you can tweak the photo-based image to clean up the edges, and maybe add some black dots for shading?

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I believe Atari2600land means he used character \319 which would be the very last GRAM character to clear the screen, perhaps setting background colour attribute to get it right. It could be something with incorrect PRINT or POKE statements, using hard coded numbers instead of the constants provided with IntyBASIC that get the contents at BACKTAB garbled for certain values.

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If it really is the very last GRAM character, and nothing is loaded into it, then on a real console you may see garbage rather than a nice blank field.

 

GROM character 0 is all blank, and GROM character 219 is solid pixels. Either of those would be a better choice. Of course, the only way you can fill the field with a "pastel" (colors 8 - 15) in color stack mode is either by setting the color stack appropriately, or by using a solid filled GRAM card.

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While laying down trying to go to sleep, I got an idea for what I could do with the next challenge he will face. Since I probably wouldn't have gone to sleep anyway (I hardly ever fall sleep on the first try), I went to my keyboard and computer and made it. A wall. How is Fred going to pass this imposing brick wall?

post-9475-0-08987200-1510906415.gif

lemons8.rom

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Another wall? It seems like someone doesn't want you to get out of the forest, now does it?

 

I replaced this tedious code:

    if screennumber=1 then tree1pos=57
    if screennumber=2 then tree1pos=94 : tree2pos=23
    if screennumber=3 then tree1pos=47 : tree2pos=157
    if screennumber=4 then tree1pos=94 : tree2pos=122
    if screennumber=5 then tree1pos=151 : tree2pos=85
    if screennumber=6 then tree1pos=104 : tree2pos=107

with this:

print_trees: procedure
    print at treedata(#index) color $1006, "\268" : print at treedata(#index)+20 color $1003, "\268"
    print at treedata(#index+1) color $1006, "\268" : print at treedata(#index+1)+20 color $1003, "\268"

    #index = (screennumber - 1) * screen_size
    
    print at treedata(#index) color $1006, "\264" : print at treedata(#index)+20 color $1003, "\263"
    print at treedata(#index+1) color $1006, "\264" : print at treedata(#index+1)+20 color $1003, "\263"
    
    return
    end
    
treedata:
    DATA 84,57,94,23,47,157,94,122,151,85,104,107,64,67

I added this line at the beginning:

 

    CONST screen_size = 2

 

It will be a whole lot easier to add tree locations this way.

post-9475-0-03658900-1510951689.gif

lemons9.rom

Edited by atari2600land
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Surely there's a better way to do the following:

    MODE 1
    WAIT
    SCREEN screen_cards
loop:
    wait
    goto loop

    REM 20x12 cards
screen_cards:
    DATA $2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200
    DATA $2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200
    DATA $2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200
    DATA $2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200
    DATA $2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200
    DATA $2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200
    DATA $2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200
    DATA $2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200
    DATA $2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200
    DATA $2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200
    DATA $2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200
    DATA $2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200

But darned if I can think of it.

 

EDIT: I finally did.

 

    print at 0 color $2200, "                    "
    print at 20 color $2200, "                    "    
    print at 40 color $2200, "                    "
    print at 60 color $2200, "                    "
    print at 80 color $2200, "                    "
    print at 100 color $2200, "                    "    
    print at 120 color $2200, "                    "    
    print at 140 color $2200, "                    "
    print at 160 color $2200, "                    "
    print at 180 color $2200, "                    "
    print at 200 color $2200, "                    "  
Edited by atari2600land
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I recommend programming an external tool to convert bitmaps to data. Princess Lydie levels were created with an icon editor, and the tool converts to RLE (compressed) data, if I remember correctly, 2-bit color and 6-bit run. I can release the source code if anyone here likes C#, .NET and Windows.

post-35249-0-75658500-1511498472_thumb.png

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