+atari2600land Posted June 29, 2020 Share Posted June 29, 2020 This was fun, but challenging sometimes. I made a title screen for a game that I have no idea what is going to happen in it. Lots of unexpected errors and crap popped up, but I fixed them all and now it looks lovely. It even has some music I composed in it. If anyone has any ideas on what games you want to see on the 7800, let me know. And I'll add pineapples to them. pineapple20200629.zip 5 Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted June 29, 2020 Share Posted June 29, 2020 Can never have too many pineapples! 1 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted June 29, 2020 Share Posted June 29, 2020 Someone requested a bowling homebrew. Maybe pineapple bowling? 2 1 Quote Link to comment Share on other sites More sharing options...
RevEng Posted June 30, 2020 Share Posted June 30, 2020 Unfortunately due to regional issues, I haven't been able to test 7800basic with pineapples. It has been well tested with poutine, butter tarts, and bagged milk. Any other food-stuffs are a bit of a gamble, I'm afraid. 2 3 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 30, 2020 Author Share Posted June 30, 2020 Why wont plotvalue work? I put in plotvalue atasciimynumbers 2 score0 2 8 20 in my title screen loop, set score0 to 0 and it won't display. Why?!?!??! whywontthisstupidthingwork.zip Quote Link to comment Share on other sites More sharing options...
Shawn Posted June 30, 2020 Share Posted June 30, 2020 58 minutes ago, RevEng said: Unfortunately due to regional issues, I haven't been able to test 7800basic with pineapples. It has been well tested with poutine, butter tarts, and bagged milk. Any other food-stuffs are a bit of a gamble, I'm afraid. I wonder how many people get this reference aside from us Canucks 3 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted June 30, 2020 Share Posted June 30, 2020 13 minutes ago, Shawn said: I wonder how many people get this reference aside from us Canucks I've had poutine, at least. Quote Link to comment Share on other sites More sharing options...
+Karl G Posted June 30, 2020 Share Posted June 30, 2020 20 minutes ago, atari2600land said: Why wont plotvalue work? I put in plotvalue atasciimynumbers 2 score0 2 8 20 in my title screen loop, set score0 to 0 and it won't display. Why?!?!??! whywontthisstupidthingwork.zip 13.07 kB · 1 download plotvalue works with a graphic with digits. It won't work with an ascii graphic - the digits are in the wrong place. 1 Quote Link to comment Share on other sites More sharing options...
RevEng Posted June 30, 2020 Share Posted June 30, 2020 37 minutes ago, Shawn said: I wonder how many people get this reference aside from us Canucks Yeah, the Poutine was a gimme. Karl got it, at least. 40 minutes ago, atari2600land said: in my title screen loop, set score0 to 0 and it won't display. Why?!?!??! Pineapples aren't supported To expand on Karl's correct answer, the digits for plotvalue need to be in the same graphics block as the rest of your character set. If you check the compile output, combined they're both too big to fit in one block together. Or put another way, your character set characters plus your number characters come to a total of more than 256 characters... the 7800 (and pretty much any other 8-bit machine) can only reference 256 characters at a time. Usually what I do it just make the first bit of my ascii graphic the number digits too. Then you can use the same graphic for ascii text and with plotvalue, with minimal effort. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 30, 2020 Author Share Posted June 30, 2020 Isn't poutine french fries covered in gravy? That sounds icky. Anyway, I finally got the score working. This is hard. pineapple20200630.zip Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted June 30, 2020 Share Posted June 30, 2020 9 hours ago, atari2600land said: Isn't poutine french fries covered in gravy? That sounds icky. Anyway, I finally got the score working. This is hard. pineapple20200630.zip 12.18 kB · 3 downloads Chips and gravy...icky?...my word man, that's the food of the gods! 1 1 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted June 30, 2020 Share Posted June 30, 2020 Don't forget about the cheese curds! 1 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 1, 2020 Author Share Posted July 1, 2020 I found a use for this game, an idea I just got. It's a cross between the Channel F game "Dodge-It" and the Atari 2600 game "Fast Food" where players dodge certain items and pick others up for more bonus points. Here is the play area. Marked by bricks. pineapple20200630version2.zip Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 1, 2020 Author Share Posted July 1, 2020 It doesn't state in the 7800BASIC page that the maximum size of a sprite is 8 x 8 pixels. So in order to do this, I had to use two sprites as the pineapple. One is the top, and the other is the bottom third, for an 8 x 16 sprite, but it's only 8 x 12. This may impact the game a little. Now I'll have 14 collision checks instead of 7 (I was planning on having 6 items maximum and a seventh be a banana for a special bonus points. I thought the pineapple was really small so I made it bigger. It looks a lot better. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 1, 2020 Author Share Posted July 1, 2020 I think I'll make it only the pineapple's "body" that gets checked for collision. So I split the pineapple's stem (4 pixels high) and the body (8 pixels high). Not only will this increase the possibility of more things bouncing around, it will also be less code. Quote Link to comment Share on other sites More sharing options...
RevEng Posted July 1, 2020 Share Posted July 1, 2020 1 hour ago, atari2600land said: It doesn't state in the 7800BASIC page that the maximum size of a sprite is 8 x 8 pixels. The graphics height is limited to the chosen zoneheight, which is documented. The sprites aren't limited to a width of 8 pixels; in the 160A mode you're working with, sprites can be up to 128 pixels wide. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 1, 2020 Author Share Posted July 1, 2020 OK, I guess I forgot that I put in "set zoneheight=8" in my code, but there it is in line 9. This is hard. So for a game with a whole bunch of sprites moving around, what would be the ideal mode to work with? Quote Link to comment Share on other sites More sharing options...
RevEng Posted July 1, 2020 Share Posted July 1, 2020 160A is the most bang for your buck, in terms of cycle efficiency and rom space. (320A is comparable, but sprites are monochrome) Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted July 4, 2020 Share Posted July 4, 2020 Fun fact ... Pineapple is called "ananas" in every European language except two: English: pineapple Spanish: piña Brazilian Portuguese calls it "abacaxi". 1 Quote Link to comment Share on other sites More sharing options...
+Atarius Maximus Posted July 6, 2020 Share Posted July 6, 2020 On 6/29/2020 at 7:03 PM, RevEng said: Unfortunately due to regional issues, I haven't been able to test 7800basic with pineapples. It has been well tested with poutine, butter tarts, and bagged milk. Any other food-stuffs are a bit of a gamble, I'm afraid. I really don't have anything meaningful to add to this post, other than I don't know what poutine and butter tarts are, and I've never seen milk in a bag. Keep it up atari2600land, 160A is probably the best graphics mode to start with. Quote Link to comment Share on other sites More sharing options...
RevEng Posted July 6, 2020 Share Posted July 6, 2020 5 hours ago, Atarius Maximus said: I really don't have anything meaningful to add to this post, other than I don't know what poutine and butter tarts are, and I've never seen milk in a bag. I guess I shouldn't bother to ask about ketchup chips, beaver tails. or coffee crisp, then. ? Quote Link to comment Share on other sites More sharing options...
+Atarius Maximus Posted July 7, 2020 Share Posted July 7, 2020 2 hours ago, RevEng said: I guess I shouldn't bother to ask about ketchup chips, beaver tails. or coffee crisp, then. ? Time to do some google searching! 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 7, 2020 Author Share Posted July 7, 2020 I now have 1 banana that bounces around the screen to avoid. But it doesn't kill you because I haven't got collision detection in yet. Let me know if the banana decides to go out of the screen once it enters the play area. pineapple20200707.zip Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 7, 2020 Author Share Posted July 7, 2020 OK, this isn't working. if banana1dir=1 then banana1x=banana1x-1 : banana1y=banana1y+2 if banana1dir=2 then banana1x=banana1x+1 : banana1y=banana1y+2 if banana1dir=3 then banana1x=banana1x-1 : banana1y=banana1y-2 if banana1dir=4 then banana1x=banana1x+1 : banana1y=banana1y-2 if banana1dir=1 && banana1y=152 then banana1y=150 : banana1dir=3 : bananawall=1 if banana1dir=1 && banana1x=14 then banana1x=15 : banana1dir=2 : bananawall=1 if banana1dir=2 && banana1y=152 then banana1y=150 : banana1dir=4 : bananawall=1 if banana1dir=2 && banana1x=138 then banana1x=137 : banana1dir=1 : bananawall=1 if banana1dir=3 && banana1y=6 then banana1y=8 : banana1dir=1 : bananawall=1 if banana1dir=3 && banana1x=14 then banana1x=15 : banana1dir=4 : bananawall=1 if banana1dir=4 && banana1y=6 then banana1y=8 : banana1dir=2 : bananawall=1 if banana1dir=4 && banana1x=138 then banana1x=137 : banana1dir=3 : bananawall=1 if bananawall>0 then bananawall=bananawall+1 : AUDC0=6 : AUDF0=31 : AUDV0=5 if bananawall>5 then bananawall=0 : AUDV0=0 Sometimes the banana will bounce out of the play area. Why? pineapple20200707version2.zip Quote Link to comment Share on other sites More sharing options...
+Karl G Posted July 7, 2020 Share Posted July 7, 2020 Are you sure that your banana is always starting on an even value for X and Y? If not, incrementing by 2s will skip your bounce condition. You might want to e.g. change the check for e.g. banana=138 to banana>137. Also, I don't understand your randomization. You set "stupid" to rand, then divide by 128, which would give a random value of 0 or 1 only. If that's your intent you may want to use (rand&1) instead to achieve the same effect with less cycles. banana1x=(stupid/128)+1 Based on the above, I believe your banana1x will be set to 1 half the time, and 2 half the time, which means the banana will miss the check for being at the edge on half of the invocations of the game as well. 1 Quote Link to comment Share on other sites More sharing options...
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