Mark2008 Posted January 2 Share Posted January 2 aka. VBXE for Beginners, Redux alternate title: PL65 ftw. Practice makes perfect. My plan is to do another VBXE for Beginners discussion. And it might just be me, if so, that's OK - but there is an incentive to join the conversation. This time, the tutorial will center on creating game that will be submitted to ABBUC 2023. And anyone that wishes to join in on the effort, will be a co-author of the game. Anyone that posts in the thread is an automatic co-author. Just jump in - there will be tasks, no experience required. If you find this thread later and think it is a pity, I'm late. Unless the contest is over, you aren't late, just jump in. In the first tutorial, I used BASIC. I did so because BASIC is still a very popular language in the Atari world. However, BASIC is slow, and that slowness presents a challenge for doing a contest submission. In the first tutorial I worked on a game called Runway 180, and while it was largely written in BASIC, even for that example ultimately assembler will be required to do a version of the game with smooth animations. This time, a new game and a new language. The language, PL65. The concern some might have with this choice, is they don't want to learn PL65. You won't have to! By this I mean, it doesn't have any particular learning curve. The PL in PL65 stands for "Programming Language". How apropos! If you know BASIC, you know most of PL65 already. For example, in basic you learned the concept of a FOR-NEXT Loop. BASIC: 100 FOR A=1 TO 100:NEXT A In PL65, the loop is written like this: FOR A=l TO 100 DO NEXT You already understand the PL65 FOR statement, and this feeling of already knowing it, won't change. Now, if I'm being intellectually honest, perhaps there is some learning involved in taking up PL65. However, I think you'll understand why I chose it. That is, it will actually be easier to write the game in PL65, than BASIC. PL65 compiles to machine code, it creates executables about the speed of "Action" language, and when some assembler is needed, it makes that trivial. Enough! What game? So, the game this time, is a game released for the TRS-80 Coco: Doubleback Doubleback may look somewhat like snake, but you can run over your own tail. What you cannot do in doubleback is run into the objects on the screen. And you score points by connecting a loop around an object. See it in action here: VBXE concepts: The new VBXE concepts that will be learned - detecting collisions, using multiple "sprites", drawing overlapping "sprites". I put "sprites" in quotes, because it isn't really a hardware sprite, but software, we will be using features of the blitter to accomplish these tasks. Homework -------- I'm not using any source code to do this port. So - the tasks will be - for those good with sound, what background music will the game have? For those good with graphics, what 256 color - appropriately sized objects do we need on the screen, any angles on obtaining artwork? For those good with programming what algorithm or logic should we choose to understand an object has been encircled by any arbitrary closed loop? For now, the language doesn't matter, just an efficient algo. Another algo, tracking the tail. My homework, I will put together a PL65 disk - since not everyone has or likes SDX, I will not choose SDX. I'm also going to make sure chosen will work with OS XL 1.3 ROMS and Altirra OS and I'm going to think about a path for writing code in your favorite Mac or PC text editor and then compiling on PL65 in the emulator. 2 Quote Link to comment Share on other sites More sharing options...
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