alfredtdk Posted October 20 Share Posted October 20 Quick and simple game. Take as many flies as possible to the juicy fruit on the tree, but be careful not to be captured and become a meal for the hummingbirds. Flies_and_Hummingbirds.bas.bin 6 Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted October 20 Author Share Posted October 20 PAL60 Flies_and_Hummingbirds_PAL60.bas.bin 2 Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted October 20 Author Share Posted October 20 I plan on making a sequel to this game in the Frogger style in the future. Quote Link to comment Share on other sites More sharing options...
TrekMD Posted October 21 Share Posted October 21 Nice! Love the cart label! 1 Quote Link to comment Share on other sites More sharing options...
Mike_at_AEI Posted October 24 Share Posted October 24 Looks like you modified the basic kernel to allow multi-colored sprites? I have been working on a kernel change to allow full use of P0 (the 4 column on each side of the playfield) and allow 6 multi-colored sprites. There is just not enough cycles, but is very close (2-3 cycles short) I see in your game that the playfield color bleeds over to the next line. I assume that was to give you more cycles to do multi-color sprites? If so, I might try that. Thanks Mike Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted October 25 Author Share Posted October 25 (edited) 6 hours ago, Mike_at_AEI said: Looks like you modified the basic kernel to allow multi-colored sprites? I have been working on a kernel change to allow full use of P0 (the 4 column on each side of the playfield) and allow 6 multi-colored sprites. There is just not enough cycles, but is very close (2-3 cycles short) I see in your game that the playfield color bleeds over to the next line. I assume that was to give you more cycles to do multi-color sprites? If so, I might try that. Thanks Mike I was restricted in one of the kernel_options Chart because I needed a multicolored sprite (hummingbird) and no blank lines. This is really cool, as currently we only have the DPC+ kernel for 10 multicolored sprites as the only option. The bleeding is due to the kernel I'm using, to eliminate it I would have to remove this line from the playing field or use another kernel option. I can send you a PM with the source code for analysis. Edited October 25 by alfredtdk Quote Link to comment Share on other sites More sharing options...
Impaler_26 Posted October 25 Share Posted October 25 Nice game! Looking forward to the plus version and the sequel. 1 Quote Link to comment Share on other sites More sharing options...
Mike_at_AEI Posted Wednesday at 02:09 PM Share Posted Wednesday at 02:09 PM On 10/24/2024 at 11:20 PM, alfredtdk said: I was restricted in one of the kernel_options Chart because I needed a multicolored sprite (hummingbird) and no blank lines. This is really cool, as currently we only have the DPC+ kernel for 10 multicolored sprites as the only option. The bleeding is due to the kernel I'm using, to eliminate it I would have to remove this line from the playing field or use another kernel option. I can send you a PM with the source code for analysis. Thanks. That would be awesome. My "adventure kernel" as I call it, would allow 5 multi-colored sprites, full PO, P1 and P2 playfield controls. Playfield line by line options such as sprites in front, sprites behind, reflect playfield. It requires a symmetrical line playfield (although with the reflect playfield option, you can do some interesting stuff).. and it all works, but the sprite movement is not smooth... I think the divide by 15 routine is taking too long at certain points. Quote Link to comment Share on other sites More sharing options...
LatchKeyKid Posted Wednesday at 03:45 PM Share Posted Wednesday at 03:45 PM On 10/24/2024 at 4:36 PM, Mike_at_AEI said: Looks like you modified the basic kernel to allow multi-colored sprites? I have been working on a kernel change to allow full use of P0 (the 4 column on each side of the playfield) and allow 6 multi-colored sprites. There is just not enough cycles, but is very close (2-3 cycles short) I see in your game that the playfield color bleeds over to the next line. I assume that was to give you more cycles to do multi-color sprites? If so, I might try that. Thanks Mike If you're looking at doing color multisprite then this thread might help as others (most notably Splendidnut) have worked on similar things and he in particular posted his modified multisprite multicolor kernel for others to use. As alfred already mentioned, his multicolor is a kernel option that comes at the cost of losing a missile for each due to CPU cycle timing restraints. Same thing for the color bleed using PFcolors with some potential workarounds at RT's entry below. https://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#kernop_pfcolors Quote Link to comment Share on other sites More sharing options...
Mike_at_AEI Posted Saturday at 02:09 AM Share Posted Saturday at 02:09 AM On 10/30/2024 at 11:45 AM, LatchKeyKid said: If you're looking at doing color multisprite then this thread might help as others (most notably Splendidnut) have worked on similar things and he in particular posted his modified multisprite multicolor kernel for others to use. As alfred already mentioned, his multicolor is a kernel option that comes at the cost of losing a missile for each due to CPU cycle timing restraints. Same thing for the color bleed using PFcolors with some potential workarounds at RT's entry below. https://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#kernop_pfcolors Quote Link to comment Share on other sites More sharing options...
Mike_at_AEI Posted Saturday at 02:12 AM Share Posted Saturday at 02:12 AM Yes, He (Philip AKA Spledidnut) and I have been chatting for some time about this. His kernel is very good, but had a few limitations as a universal kernel. We were trying to fix a few bugs, but it got tough and neither of us has picked it up for months! I still plan top crack that nut once PLAN B: A New Earth is done. 1 Quote Link to comment Share on other sites More sharing options...
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