+atari2600land Posted April 28, 2020 Share Posted April 28, 2020 EDIT: I've decided to merge all my work on my Killer Bees! port to the Atari 2600 here and all the problems I have along with it. So apparently this won't work? Random: lda Rand8 lsr bcc noeor eor #$B4 noeor: sta Rand8 rts ... Bees_buzzing_at_title_screen: lda #06 sta AUDC0 sta AUDV0 jsr Random sta AUDF0 All it gives me is a value of 0 for AUDF0. Can I make a random value of AUDF0 or am I just stuck with one? Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/ Share on other sites More sharing options...
+atari2600land Posted April 28, 2020 Author Share Posted April 28, 2020 Whole code that I messed with and couldn't get working after I posted post #1: killerbees1.asm Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4523719 Share on other sites More sharing options...
+splendidnut Posted April 28, 2020 Share Posted April 28, 2020 Where do you seed the random number generator? Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4523730 Share on other sites More sharing options...
+splendidnut Posted April 28, 2020 Share Posted April 28, 2020 If you add these two lines after CLEAN_START: lda #88 sta Rand It will fix the randomizer not working issue by providing the initial seed. (any number other than zero will work) Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4523736 Share on other sites More sharing options...
+atari2600land Posted April 28, 2020 Author Share Posted April 28, 2020 Thanks! That fixed it. Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4523791 Share on other sites More sharing options...
+atari2600land Posted April 28, 2020 Author Share Posted April 28, 2020 Here is the most current version. All I did was the title screen so far. killerbees1.zip Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4523873 Share on other sites More sharing options...
KevKelley Posted April 28, 2020 Share Posted April 28, 2020 I can't wait to check this out. I always wondered how this would look on the Atari Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4523884 Share on other sites More sharing options...
+ZeroPage Homebrew Posted April 29, 2020 Share Posted April 29, 2020 Is this a continuation of your work on your 'Killer Bees!' port from this post? - James Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4524157 Share on other sites More sharing options...
+atari2600land Posted April 29, 2020 Author Share Posted April 29, 2020 No, it's all new and I'm using assembly. 2 Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4524295 Share on other sites More sharing options...
+atari2600land Posted April 29, 2020 Author Share Posted April 29, 2020 I screwed lots of stuff up. Random does not work at all even though I seeded it. Press fire to start the game. A Beebot should be there but it isn't. Why does this have to be so hard and stupid? help! killerbees2.asm Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4524494 Share on other sites More sharing options...
+Karl G Posted April 29, 2020 Share Posted April 29, 2020 lda #$00 sta Score sta Score+1 sta Rand You are setting the Rand variable to 0 here instead of seeding it. I would suggest a "lda INTIM" before "sta Rand" to get a random timer value to use as a seed instead. Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4524501 Share on other sites More sharing options...
+atari2600land Posted April 29, 2020 Author Share Posted April 29, 2020 Nope. that didn't help. Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4524511 Share on other sites More sharing options...
+atari2600land Posted April 29, 2020 Author Share Posted April 29, 2020 Will have a new version up soon. Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4524698 Share on other sites More sharing options...
+atari2600land Posted April 29, 2020 Author Share Posted April 29, 2020 OK. The bees can now move. The Beebot just stands still. I wanted to have two Beebots on the screen and have the bees be missile0, but that's not going to happen since I can't figure out a way to have two Beebots be two different colors each. So the bees are player1, the Beebot is player0. The more I'm delving into programming, though, the more it seems like it's a daunting task. I spent all morning just to get the in-game screen to work. killerbees2.zip 1 Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4524713 Share on other sites More sharing options...
KevKelley Posted April 29, 2020 Share Posted April 29, 2020 Are you using the ball for anything? Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4524860 Share on other sites More sharing options...
+atari2600land Posted April 29, 2020 Author Share Posted April 29, 2020 No, not yet. Why? Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4524867 Share on other sites More sharing options...
+atari2600land Posted April 30, 2020 Author Share Posted April 30, 2020 The Beebot FINALLY has enough sense to run away from the bees. Here's what I am planning: Player 0 - Beebot. If one is dead, another will show up. Player 1 - Your bees. Missile 0 - Enemy bees. Ball - RoSha Ray. Which leaves Missile 1 open. Why I chose the Ball for the RoSha ray is because it will be blue (?) and your bees will be white and the enemy bees will not be blue. What I want to have happen is have the bees be a random pattern instead of just one all the time. Is there a way I can make Player1 be a random jumble of pixels so it looks like bees moving in a swarm together? I tried but didn't do good enough. killerbees4.zip Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4525406 Share on other sites More sharing options...
KevKelley Posted April 30, 2020 Share Posted April 30, 2020 I was kind of thinking that with the ball. I gotta pull out my O2 to reacquaint myself with it. Did you plan on adding to it or just making a direct port? Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4525408 Share on other sites More sharing options...
+atari2600land Posted April 30, 2020 Author Share Posted April 30, 2020 I was planning on making it as close to the original as the most possible I could. Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4525410 Share on other sites More sharing options...
+splendidnut Posted April 30, 2020 Share Posted April 30, 2020 Here's a way to do a swarm of bees using a missile (labeled as mist here): mist: .byte $00, .byte $00,$12,$E2,$22 .byte $00,$F2,$22,$E2 .byte $00,$12,$E2,$22 .byte $00,$F2,$22,$E2 .byte $00,$00 ;-- setup index into mist pattern setupMist: LDA mainTimer LSR LSR STA mistCnt LDA #16 STA lineCnt SBC mistCnt STA mistCnt ;--- loop to draw mist mistLoop: STA WSYNC STA HMOVE NOP NOP NOP NOP NOP LDY mistCnt LDA mist,Y ;-- load mist pattern STA ENAM1 STA HMM1 DEC mistCnt DEC lineCnt BNE mistLoop ;-- clear mist LDA #0 STA ENAM1 STA HMM1 mainTimer is a variable that counts to 10 before resetting to 0. It increments once per frame. NOPs are there to provide separation between HMOVE and HMM1 to make sure HMOVE is not interrupted. This is the same technique I use in ChaoticGrill to create the pepper spray. Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4525506 Share on other sites More sharing options...
+atari2600land Posted April 30, 2020 Author Share Posted April 30, 2020 Thank you, I was afraid it might have been impossible for the missile. How about the player? Can you do that with player1? I have a new version. Some changes include a steady scanline count at 262 and the Beebots start at their little homes, chosen at "random" upon start up. I also activated the reset switch. Pressing that will take you back to the title screen. killerbees5.zip 1 Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4525518 Share on other sites More sharing options...
+atari2600land Posted April 30, 2020 Author Share Posted April 30, 2020 1 hour ago, splendidnut said: Here's a way to do a swarm of bees using a missile (labeled as mist here): mist: .byte $00, .byte $00,$12,$E2,$22 .byte $00,$F2,$22,$E2 .byte $00,$12,$E2,$22 .byte $00,$F2,$22,$E2 .byte $00,$00 ;-- setup index into mist pattern setupMist: LDA mainTimer LSR LSR STA mistCnt LDA #16 STA lineCnt SBC mistCnt STA mistCnt ;--- loop to draw mist mistLoop: STA WSYNC STA HMOVE NOP NOP NOP NOP NOP LDY mistCnt LDA mist,Y ;-- load mist pattern STA ENAM1 STA HMM1 DEC mistCnt DEC lineCnt BNE mistLoop ;-- clear mist LDA #0 STA ENAM1 STA HMM1 mainTimer is a variable that counts to 10 before resetting to 0. It increments once per frame. NOPs are there to provide separation between HMOVE and HMM1 to make sure HMOVE is not interrupted. This is the same technique I use in ChaoticGrill to create the pepper spray. Help. How do I put this in my game? Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4525572 Share on other sites More sharing options...
+splendidnut Posted April 30, 2020 Share Posted April 30, 2020 (edited) 1 hour ago, atari2600land said: Help. How do I put this in my game? I tried throwing it in there, but with the current display kernel design, it will take a lot of work. BUT I was able to get your current setup working. I modified and added to your bee graphics and added a random offset. Code attached. killerbees5x.asm Edited April 30, 2020 by splendidnut Reworded Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4525679 Share on other sites More sharing options...
+atari2600land Posted April 30, 2020 Author Share Posted April 30, 2020 While you were working on this, I did manage to make the bees a missile. Now I just need to figure out how to make it not be a hideous white square. And there is a bug (no pun intended), When the bees are at the bottom and you press left, the bees move up one pixel. It does not do this if you go to the bottom and press right. killerbees6.zip Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4525689 Share on other sites More sharing options...
+splendidnut Posted April 30, 2020 Share Posted April 30, 2020 Welp, got both techniques working... It's a little sloppy, but it works. The display kernel could probably be cleaned up/reworked to hide the HMOVE bars on the left. The bees could probably be tweaked to be a bit more consistent also. Let me know if you need help with that. killerbees5_with2setsOfBees.asm Quote Link to comment https://forums.atariage.com/topic/306106-killer-bees/#findComment-4525787 Share on other sites More sharing options...
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