intvnut Posted November 17, 2017 Share Posted November 17, 2017 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? Quote Link to comment Share on other sites More sharing options...
intvnut Posted November 17, 2017 Share Posted November 17, 2017 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? Quote Link to comment Share on other sites More sharing options...
carlsson Posted November 17, 2017 Share Posted November 17, 2017 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. Quote Link to comment Share on other sites More sharing options...
intvnut Posted November 17, 2017 Share Posted November 17, 2017 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. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 17, 2017 Author Share Posted November 17, 2017 OK, changed the ROM. I made an extra character filled with 0s and made it GRAM card 12. I also smoothed out the edge of the lemon. lemons7.zip Quote Link to comment Share on other sites More sharing options...
mthompson Posted November 17, 2017 Share Posted November 17, 2017 A title should not end with a period. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 17, 2017 Author Share Posted November 17, 2017 I did it that way on purpose, just to be silly. Quote Link to comment Share on other sites More sharing options...
mthompson Posted November 17, 2017 Share Posted November 17, 2017 You could misspell lemens, too, but people wood just think you made a misteak. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 17, 2017 Author Share Posted November 17, 2017 Fine. I'll take out the period. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 17, 2017 Author Share Posted November 17, 2017 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? lemons8.rom Quote Link to comment Share on other sites More sharing options...
carlsson Posted November 17, 2017 Share Posted November 17, 2017 I like where this is going. It reminds me of your i game, also for the Intellivision and Odyssey^2. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 17, 2017 Author Share Posted November 17, 2017 (edited) 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. lemons9.rom Edited November 17, 2017 by atari2600land 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 18, 2017 Author Share Posted November 18, 2017 Added a new type of cyclops: invincible (and maroon.) Shots don't work, you'll have to dodge it. Also added a new item: a small lemon. Eat a lemon to gain 10 health points back. lemons10.rom Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 23, 2017 Author Share Posted November 23, 2017 A few new screens added yesterday and today. lemons12.rom Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 23, 2017 Author Share Posted November 23, 2017 (edited) 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 November 24, 2017 by atari2600land Quote Link to comment Share on other sites More sharing options...
mmarrero Posted November 24, 2017 Share Posted November 24, 2017 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. Quote Link to comment Share on other sites More sharing options...
carlsson Posted November 24, 2017 Share Posted November 24, 2017 (edited) You can also make a loop if you have a variable to spare: FOR i=0 to 10 : REM top 11 lines, leaving the bottom line unchanged PRINT AT i*20 COLOR $2200, " " NEXT Edited November 24, 2017 by carlsson Quote Link to comment Share on other sites More sharing options...
tschak909 Posted November 24, 2017 Share Posted November 24, 2017 Chris, you always come up with the most...bizarre...screw loose game ideas.... You're like the Gilda Radner of game design. -Thom 1 Quote Link to comment Share on other sites More sharing options...
intvnut Posted November 24, 2017 Share Posted November 24, 2017 You could also do something like FOR I = 0 TO 239 : BACKTAB[I] = $2200 : NEXT IPardon the poor formatting. I am posting this from my phone. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 24, 2017 Author Share Posted November 24, 2017 I don't need to do that any more. The collision code I had won't work in mode 1. Chris, you always come up with the most...bizarre...screw loose game ideas.... You're like the Gilda Radner of game design. Thanks. I guess it's my specialty. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 24, 2017 Author Share Posted November 24, 2017 Here is a new video of gameplay action: Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted November 24, 2017 Share Posted November 24, 2017 I don't need to do that any more. The collision code I had won't work in mode 1. Why do you say that? Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted November 24, 2017 Share Posted November 24, 2017 Here is a new video of gameplay action: Looks... interesting. It seems rather simple and not very challenging yet. What is the ultimate goal of the game? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 24, 2017 Author Share Posted November 24, 2017 The goal of the game is to get to the end. Level 1 will end with a boss fight in the forest and then Fred will move on to Level 2, which is up in the mountains. I gotta have a snow level. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 26, 2017 Author Share Posted November 26, 2017 Fixed the wall problem bounce. Added a sound effect for bumping into stuff. lemons13.rom Quote Link to comment Share on other sites More sharing options...
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