Luigi301 Posted July 31, 2005 Author Share Posted July 31, 2005 That would work. I can use a missile to test my collision detection routines. Quote Link to comment Share on other sites More sharing options...
Luigi301 Posted July 31, 2005 Author Share Posted July 31, 2005 (edited) I need to turn Atari coordinates into BB coordinates for my collision detection to work. collision(missile0,playfield) just makes the game weird out as soon as the missile touches the playfield. I'm trying to make it so that whenever the missile touches a colored playfield pixel, it turns off a playfield tile. Is that possible? Edited July 31, 2005 by Luigi301 Quote Link to comment Share on other sites More sharing options...
Jess Ragan Posted August 1, 2005 Share Posted August 1, 2005 You can give the paddles variable speeds with the fire button... just hold down the fire button to double the speed of the paddle. Also, if you're looking for new, copyright-safe names for your game, might I suggest these? HIT THE BRICKS BREAKER/BREAKER (a reference to the two player mode) THE GREAT DIVIDE PADDLE BATTLE BRICKIN' 2: ELECTRIC BOOGALOO and of course... STEVE JR Quote Link to comment Share on other sites More sharing options...
Luigi301 Posted October 1, 2005 Author Share Posted October 1, 2005 Well, seeing as all the upgrades to BB completely broke my program, I get to do a complete rewrite! The code was getting pretty messy anyway, so I should clean some of the spaghetti up. Quote Link to comment Share on other sites More sharing options...
Luigi301 Posted October 1, 2005 Author Share Posted October 1, 2005 Okay, I tried the code converter and the compiled code didn't work. Output from the compiler: DASM V2.20.10, Macro Assembler (C)1988-2004 bytes of ROM space left 1578 bytes of ROM space left 1578 bytes of ROM space left --- Unresolved Symbol List ROM2k 0000 ???? (R ) NO_ILLEGAL_OPCODES 0000 ???? (R ) 0.31 0000 ???? (R ) --- 3 Unresolved Symbols Fatal assembly error: Source is not resolvable. Press any key to continue . . Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted October 1, 2005 Share Posted October 1, 2005 Okay, I tried the code converter and the compiled code didn't work. Output from the compiler: DASM V2.20.10, Macro Assembler (C)1988-2004 bytes of ROM space left 1578 bytes of ROM space left 1578 bytes of ROM space left --- Unresolved Symbol List ROM2k 0000 ???? (R ) NO_ILLEGAL_OPCODES 0000 ???? (R ) 0.31 0000 ???? (R ) --- 3 Unresolved Symbols Fatal assembly error: Source is not resolvable. Press any key to continue . . 940986[/snapback] That looks pretty familiar! Try adding "include div_mul.asm" at the beginning of your game and see if that clears up the error. If it doesn't, generate a listing of the code as it compiles, and then scan the listing for error messages. Or, post your code and let me look into it, I've had to fix a lot of those types of errors in my own programs, but they aren't always the same things causing them IIRC. Michael Rideout Quote Link to comment Share on other sites More sharing options...
Luigi301 Posted October 22, 2005 Author Share Posted October 22, 2005 Nope. I'll attach my source code for poking/"omgwtfishedoingthere"ing. breakout.bas Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted October 22, 2005 Share Posted October 22, 2005 Nope. I'll attach my source code for poking/"omgwtfishedoingthere"ing. 952322[/snapback] The problem is a line number that's missing or typed incorrectly, here: 30 if switchleftb then goto 50 else goto 31 50 if v = 0 then goto 800 51 if joy0fire && m = 0 then goto startball There is no line number 31 anywhere is the program, so either it got left out by mistake, or perhaps it's supposed to say "else goto 51" instead. Michael Rideout Quote Link to comment Share on other sites More sharing options...
supercat Posted October 22, 2005 Share Posted October 22, 2005 Also, if you're looking for new, copyright-safe names for your game, might I suggest these? HIT THE BRICKS BREAKER/BREAKER (a reference to the two player mode) THE GREAT DIVIDE PADDLE BATTLE BRICKIN' 2: ELECTRIC BOOGALOO 902035[/snapback] Non-Infringing Brick-Breaker-Lobbing Exercise (NIBBLE) Quote Link to comment Share on other sites More sharing options...
Luigi301 Posted November 20, 2005 Author Share Posted November 20, 2005 Heh, just realized that I've basically made a bitmap displayer with images weighing in at 8 bytes. Not bad, I guess. Quote Link to comment Share on other sites More sharing options...
Luigi301 Posted November 22, 2005 Author Share Posted November 22, 2005 I don't know what the @!*# I did, but it works again. Now to put in a working ball. Quote Link to comment Share on other sites More sharing options...
Luigi301 Posted November 22, 2005 Author Share Posted November 22, 2005 (edited) Just checked, my little bitmap drawer weighs in at 800 bytes. Not bad when images are 4 bytes each. DONE: Paddles Graphics Engine Controls 5 screens TO DO: Ball Collision Detection Scoring Edited November 22, 2005 by Luigi301 Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted November 22, 2005 Share Posted November 22, 2005 I don't know what the @!*# I did, but it works again. Now to put in a working ball. 969709[/snapback] Did you see my reply from Oct. 21? The problem was being caused by a reference to a line number that didn't exist. So in making other changes, you probably fixed the line number problem without realizing it! Michael Rideout Quote Link to comment Share on other sites More sharing options...
+batari Posted November 22, 2005 Share Posted November 22, 2005 I don't know what the @!*# I did, but it works again. Now to put in a working ball. 969709[/snapback] Did you see my reply from Oct. 21? The problem was being caused by a reference to a line number that didn't exist. So in making other changes, you probably fixed the line number problem without realizing it! Michael Rideout 970161[/snapback] Hey SeaGt... I guess I'm a little slow. It took me until now to realize that your avatar is the Swordquest Fireworld chalice, and that you won it back in '84. http://www.geocities.com/TimesSquare/Lair/9260/sqfw.html Do you still have the chalice? Quote Link to comment Share on other sites More sharing options...
Luigi301 Posted November 23, 2005 Author Share Posted November 23, 2005 I don't know what the @!*# I did, but it works again. Now to put in a working ball. 969709[/snapback] Did you see my reply from Oct. 21? The problem was being caused by a reference to a line number that didn't exist. So in making other changes, you probably fixed the line number problem without realizing it! Michael Rideout 970161[/snapback] I fixed that and it still didn't work, I figured out I was checking variable M, which I never set. Quote Link to comment Share on other sites More sharing options...
Luigi301 Posted November 23, 2005 Author Share Posted November 23, 2005 What's the variable for paddle position in the default kernel? I get an error when I try to look at paddle0. Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted November 23, 2005 Share Posted November 23, 2005 I don't know what the @!*# I did, but it works again. Now to put in a working ball. 969709[/snapback] Did you see my reply from Oct. 21? The problem was being caused by a reference to a line number that didn't exist. So in making other changes, you probably fixed the line number problem without realizing it! Michael Rideout 970161[/snapback] Hey SeaGt... I guess I'm a little slow. It took me until now to realize that your avatar is the Swordquest Fireworld chalice, and that you won it back in '84. http://www.geocities.com/TimesSquare/Lair/9260/sqfw.html Do you still have the chalice? 970334[/snapback] Yes, I still have it. When I joined AtariAge, I couldn't think of anything else to use as an avatar. Michael Rideout Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted November 23, 2005 Share Posted November 23, 2005 I don't know what the @!*# I did, but it works again. Now to put in a working ball. 969709[/snapback] Did you see my reply from Oct. 21? The problem was being caused by a reference to a line number that didn't exist. So in making other changes, you probably fixed the line number problem without realizing it! Michael Rideout 970161[/snapback] I fixed that and it still didn't work, I figured out I was checking variable M, which I never set. 970421[/snapback] The line number problem is what was causing the compile error, but you're right that the program still wouldn't run (even though it would at least compile) after the line number was fixed. I had looked at your code, and tried to reorganize it or clean it up, but I was kind of busy with other things and didn't have time to figure out everything you were doing, so I put it aside. I'm glad you got it working again. I can post my unfinished version of the reorganized code if you want, keeping in mind that it doesn't run correctly. Michael Rideout Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted November 23, 2005 Share Posted November 23, 2005 http://www.geocities.com/TimesSquare/Lair/9260/sqfw.html 970334[/snapback] Wow! I think I'm in the first two pictures, which show the games set up with the TV sets. I have my back to the camera, and in both pictures I'm the guy directly to the left of the lady who's walking around. Michael Rideout Quote Link to comment Share on other sites More sharing options...
Luigi301 Posted November 23, 2005 Author Share Posted November 23, 2005 Yeah, having un-spaghettied code would really help And so would that Stella with uber-debugger someone posted a few months ago, is that out yet? Quote Link to comment Share on other sites More sharing options...
Luigi301 Posted November 26, 2005 Author Share Posted November 26, 2005 Collision detection works! DONE: Paddles Graphics Engine Controls 5 screens Ball Collision Detection TO DO: Scoring More screens Bugfixes Quote Link to comment Share on other sites More sharing options...
potatohead Posted November 26, 2005 Share Posted November 26, 2005 What's the variable for paddle position in the default kernel? I get an error when I try to look at paddle0. 970441[/snapback] Is the paddle working in Bb now? Just wondering because I would love to add a paddle based option to Ooze. Quote Link to comment Share on other sites More sharing options...
Luigi301 Posted November 26, 2005 Author Share Posted November 26, 2005 (edited) I had a custom paddle kernel by batari, but Alpha 0.3 broke it. I'm using joystick controls right now. Edited November 26, 2005 by Luigi301 Quote Link to comment Share on other sites More sharing options...
Luigi301 Posted November 26, 2005 Author Share Posted November 26, 2005 Well, that was odd. I tried to hack in paddle support to my program and somehow made my bat's position COLUPF, even though I didn't touch COLUPF! Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted November 27, 2005 Share Posted November 27, 2005 Yeah, having un-spaghettied code would really help And so would that Stella with uber-debugger someone posted a few months ago, is that out yet? 970989[/snapback] Well, I could try to clean up the version I started, and post it for you, but it sounds like you've already added a lot more to the game. If you want to post an updated version of the source, I could un-spaghetti-fy it for you. Michael Rideout Quote Link to comment Share on other sites More sharing options...
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