Darthtom Posted August 6, 2021 Share Posted August 6, 2021 (edited) First look of my game - made with my own batari kernel I managed to do asynchron playfield pixels within this one line kernel ( PF2 only). Color change on every playfield line Any suggestions and ideas for improvements welcome Greetings, Tom from Berlin they.bas.bin Edited August 16, 2021 by Darthtom 3 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted August 7, 2021 Share Posted August 7, 2021 Your kernel hacking has allowed you to make a game with an interesting look, for sure. I can't tell why sometimes a thing goes after me after I hit a brick, and other times it can just delete multiple bricks without that happening. Is anything supposed to happen after clearing the screen? It did not for me. Quote Link to comment Share on other sites More sharing options...
Darthtom Posted August 7, 2021 Author Share Posted August 7, 2021 (edited) Hi everyone, i completed my game and it's playable now. I had to skip the nice rainbow color effect ,because the missile had to built in. Now you have one-line kernel with asyncon playfield PF2, 1 missile,2 sprites ( 1-line hight) I stuck in 4kb rom use, not able to manage bank switching with batari basic and my own kernel. Actually you have 6 different enemy types, there is no space for doing more enemies. Feedback welcome Have a nice day Tom, from Berlin they.bas.bin Edited August 15, 2021 by Darthtom last built August 15th 2021 2 Quote Link to comment Share on other sites More sharing options...
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