Dragnerok X Posted December 9, 2006 Share Posted December 9, 2006 (edited) What's wrong with this? I'm new to batari basic versions 99a and up, but not batari basic itself, and am wondering why, when I compile this, the background color only shows up right when I turn off the multisprite kernel option (which is why I downloaded this version, BTW.) Combat_DX.bas Any help would be appreciated. Edited December 9, 2006 by Dragnerok X Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/ Share on other sites More sharing options...
SeaGtGruff Posted December 9, 2006 Share Posted December 9, 2006 What's wrong with this? I'm new to batari basic versions 99a and up, but not batari basic itself, and am wondering why, when I compile this, the background color only shows up right when I turn off the multisprite kernel option (which is why I downloaded this version, BTW.) Hmm, it looks like a bug? I see this in the multisprite kernel, which looks suspicious: ldy #88 lda #$02 sta COLUBK ;+5 18 ; sleep 25 sleep 18 So I changed it to this, and it seems to work now-- but I don't know if I broke anything else by doing this, so... ldy #88 ; lda #$02 ; sta COLUBK ;+5 18 ; sleep 25 ; sleep 18 sleep 23 Here is the modified file, which you can use at your own risk. (You'll need to rename it, change the .txt extension to .asm.) multisprite_kernel.txt Michael Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1191443 Share on other sites More sharing options...
Dragnerok X Posted December 9, 2006 Author Share Posted December 9, 2006 What's wrong with this? I'm new to batari basic versions 99a and up, but not batari basic itself, and am wondering why, when I compile this, the background color only shows up right when I turn off the multisprite kernel option (which is why I downloaded this version, BTW.) Hmm, it looks like a bug? I see this in the multisprite kernel, which looks suspicious: ldy #88 lda #$02 sta COLUBK;+5 18 ; sleep 25 sleep 18 So I changed it to this, and it seems to work now-- but I don't know if I broke anything else by doing this, so... ldy #88 ; lda #$02 ; sta COLUBK;+5 18 ; sleep 25 ; sleep 18 sleep 23 Here is the modified file, which you can use at your own risk. (You'll need to rename it, change the .txt extension to .asm.) multisprite_kernel.txt Michael Thanks, that works. On to stupid question #2: Why aren't players 1 and 2 showing up? Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1191693 Share on other sites More sharing options...
SeaGtGruff Posted December 9, 2006 Share Posted December 9, 2006 Thanks, that works. On to stupid question #2: Why aren't players 1 and 2 showing up? I'll have to check later tonight, as I've got to leave in a bit to help host a holiday homes tour. Michael Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1191806 Share on other sites More sharing options...
Dragnerok X Posted December 9, 2006 Author Share Posted December 9, 2006 (edited) Thanks, that works. On to stupid question #2: Why aren't players 1 and 2 showing up? I'll have to check later tonight, as I've got to leave in a bit to help host a holiday homes tour. Michael O.K. Edited December 9, 2006 by Dragnerok X Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1191834 Share on other sites More sharing options...
+batari Posted December 9, 2006 Share Posted December 9, 2006 (edited) Thanks, that works. On to stupid question #2: Why aren't players 1 and 2 showing up? Players 1-5 don't show up until you change the Y-positions of all of the sprites so they are all onscreen and don't overlap. Just one of the many bugs in the multisprite kernel. This and other bugs will be fixed before the next release of bB. Edited December 9, 2006 by batari Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1191888 Share on other sites More sharing options...
Dragnerok X Posted December 10, 2006 Author Share Posted December 10, 2006 Players 1-5 don't show up until you change the Y-positions of all of the sprites so they are all onscreen and don't overlap. Just one of the many bugs in the multisprite kernel. This and other bugs will be fixed before the next release of bB. Thanks for the info batari! I'll post it once I'm able to get it fixed. (yes, this IS combat (+ extras) using Bb if you haven't already noticed.) Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1192020 Share on other sites More sharing options...
Dragnerok X Posted December 10, 2006 Author Share Posted December 10, 2006 Combat DX Demo 1: Basic Sprite Rotation. What do you all think? Combat_DX___Demo_1.bin Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1192389 Share on other sites More sharing options...
SeaGtGruff Posted December 11, 2006 Share Posted December 11, 2006 Combat DX Demo 1: Basic Sprite Rotation. What do you all think? Combat_DX___Demo_1.bin Looks good so far. Now you just need to add movement and firing, plus some enemies and objects on the playfield. Michael Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1192698 Share on other sites More sharing options...
Dragnerok X Posted December 12, 2006 Author Share Posted December 12, 2006 Looks good so far. Now you just need to add movement and firing, plus some enemies and objects on the playfield. Michael Thanks! I'm already halfway done with demo 2, so expect to see movement done pretty soon. Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1193261 Share on other sites More sharing options...
Dragnerok X Posted December 12, 2006 Author Share Posted December 12, 2006 (edited) Combat DX Demo 2: Basic Sprite Movement Combat_DX___Demo_2.bin I've tried to replicate the "feel" of the tank movement as best as I could for this, but if need be I'll go back tweak it and create "Combat DX Demo 3: Advanced Sprite Movement" which would include things like more accurate sub-pixel movement and possibly friction (Does combat even have that?). If not I'll start working on level landscaping because it heavily corresponds to your tanks movement (i.e. collision detection against objects). That's when you'll notice a few changes taking place. Comments? Edited December 12, 2006 by Dragnerok X Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1193512 Share on other sites More sharing options...
SeaGtGruff Posted December 12, 2006 Share Posted December 12, 2006 Comments? Slowly but surely, it's taking shape! One thing I'd like to see, though, is the ability to move in reverse by pushing the joystick in the down direction. Atari 2600 Combat does *not* have that, but I think some of the other Combat-like tank games do? Michael Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1193538 Share on other sites More sharing options...
Dragnerok X Posted December 12, 2006 Author Share Posted December 12, 2006 Comments? Slowly but surely, it's taking shape! One thing I'd like to see, though, is the ability to move in reverse by pushing the joystick in the down direction. Atari 2600 Combat does *not* have that, but I think some of the other Combat-like tank games do? Michael I probably could do that, with a little work. Just give me a day or so. Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1194173 Share on other sites More sharing options...
Dragnerok X Posted December 13, 2006 Author Share Posted December 13, 2006 (edited) I probably could do that, with a little work. Just give me a day or so. Which brings me to question #3, what's wrong with this source? Combat_DX.bas Edited December 13, 2006 by Dragnerok X Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1194208 Share on other sites More sharing options...
SeaGtGruff Posted December 13, 2006 Share Posted December 13, 2006 what's wrong with this source? This is your problem: 20 if a = 1 && e = 0 || if a = 9 && e = 1 then player0: %00000000 %11111100 %11111100 %00111000 %00111111 %00111000 %11111100 %11111100 end You can't use "if" after "||" like that. Furthermore, that comparison is too complex. Most all languages will let you do "if thing1 and thing2 or thing3 and thing4 then something." The order of precedence is "not and or." But bB can't handle stuff that complex (yet-- maybe eventually). Also, you can't put "player0:" at the end of an "if" like that. So what you'll need to do is break that code up into multiple lines, as follows: 20 if a <> 1 || e <> 0 then 21 if a <> 9 || e <> 1 then 21 player0: %00000000 %11111100 %11111100 %00111000 %00111111 %00111000 %11111100 %11111100 end Michael Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1194312 Share on other sites More sharing options...
Dragnerok X Posted December 13, 2006 Author Share Posted December 13, 2006 what's wrong with this source? This is your problem: 20 if a = 1 && e = 0 || if a = 9 && e = 1 then player0: %00000000 %11111100 %11111100 %00111000 %00111111 %00111000 %11111100 %11111100 end You can't use "if" after "||" like that. Furthermore, that comparison is too complex. Most all languages will let you do "if thing1 and thing2 or thing3 and thing4 then something." The order of precedence is "not and or." But bB can't handle stuff that complex (yet-- maybe eventually). Also, you can't put "player0:" at the end of an "if" like that. So what you'll need to do is break that code up into multiple lines, as follows: 20 if a <> 1 || e <> 0 then 21 if a <> 9 || e <> 1 then 21 player0: %00000000 %11111100 %11111100 %00111000 %00111111 %00111000 %11111100 %11111100 end Michael Thanks, it compiled. One problem. Where's the tank? Combat_DX.bas Combat_DX.bas.bin Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1194360 Share on other sites More sharing options...
SeaGtGruff Posted December 13, 2006 Share Posted December 13, 2006 Thanks, it compiled. One problem. Where's the tank? You stuck the two "if" statements on the same line, one after the other, so the second one is never being performed: 20 if a <> 1 || e <> 0 then goto 21 : if a <> 9 || e <> 1 then goto 21 player0: %00000000 %11111100 %11111100 %00111000 %00111111 %00111000 %11111100 %11111100 end You need to put the second if on a separate line, like I'd done in my previous post. I don't use line numbers, so I hadn't given the second line a line number; but if you want to give it a line number, you could call it "20a" or "20.5" or something like that. (bB uses alphanumeric line *labels*, not numeric line *numbers*, so "20.5" is valid, although "20a" probably looks better.) Also, I made a boo-boo in my reversal of your original logic. The first "if" needs to be put back the way it was, but it needs to "goto" the line with the "player0:" statement, so that line will need a line label. The second "if" is okay the way I rewrote it. So it should look something like this: 20 if a = 1 && e = 0 then goto 20b 20a if a <> 9 || e <> 1 then goto 21 20b player0: %00000000 %11111100 %11111100 %00111000 %00111111 %00111000 %11111100 %11111100 end Sorry about that! I made that fix throughout and recompiled it. But the "reverse" feature that I had suggested seems to be buggy. I don't have time to look at that right now, though. Michael Combat_DX.bas Combat_DX.bas.bin Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1194632 Share on other sites More sharing options...
Dragnerok X Posted December 13, 2006 Author Share Posted December 13, 2006 Thanks, it compiled. One problem. Where's the tank? You stuck the two "if" statements on the same line, one after the other, so the second one is never being performed: 20 if a <> 1 || e <> 0 then goto 21 : if a <> 9 || e <> 1 then goto 21 player0: %00000000 %11111100 %11111100 %00111000 %00111111 %00111000 %11111100 %11111100 end You need to put the second if on a separate line, like I'd done in my previous post. I don't use line numbers, so I hadn't given the second line a line number; but if you want to give it a line number, you could call it "20a" or "20.5" or something like that. (bB uses alphanumeric line *labels*, not numeric line *numbers*, so "20.5" is valid, although "20a" probably looks better.) Also, I made a boo-boo in my reversal of your original logic. The first "if" needs to be put back the way it was, but it needs to "goto" the line with the "player0:" statement, so that line will need a line label. The second "if" is okay the way I rewrote it. So it should look something like this: 20 if a = 1 && e = 0 then goto 20b 20a if a <> 9 || e <> 1 then goto 21 20b player0: %00000000 %11111100 %11111100 %00111000 %00111111 %00111000 %11111100 %11111100 end Sorry about that! I made that fix throughout and recompiled it. But the "reverse" feature that I had suggested seems to be buggy. I don't have time to look at that right now, though. Michael That's a bit of good news, I guess. I'll try and fix everything, but before I do that, could you re-post the code? It seems the link is broken. Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1195157 Share on other sites More sharing options...
Dragnerok X Posted December 16, 2006 Author Share Posted December 16, 2006 ...I'll try and fix everything, but before I do that, could you re-post the code? It seems the link is broken... ...Please? Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1197359 Share on other sites More sharing options...
SeaGtGruff Posted December 17, 2006 Share Posted December 17, 2006 (edited) ...I'll try and fix everything, but before I do that, could you re-post the code? It seems the link is broken... ...Please? Sorry, I've been preoccupied with completely wrapping up you-know-what. Here you go... Michael I tested the link this time, and it seems to be okay. I'm not sure what happened with the other one. Combat_DX.bas Edited December 17, 2006 by SeaGtGruff Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1197435 Share on other sites More sharing options...
Dragnerok X Posted December 17, 2006 Author Share Posted December 17, 2006 (edited) ...I'll try and fix everything, but before I do that, could you re-post the code? It seems the link is broken... ...Please? Sorry, I've been preoccupied with completely wrapping up you-know-what. Here you go... Michael I tested the link this time, and it seems to be okay. I'm not sure what happened with the other one. Thanks, but "you know what" is....? if you have to keep it a secret, then pm me because either you didn't tell me or I forgot. Yes, I know I'm dense lately. Edited December 17, 2006 by Dragnerok X Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1197811 Share on other sites More sharing options...
SeaGtGruff Posted December 17, 2006 Share Posted December 17, 2006 Sorry, I've been preoccupied with completely wrapping up you-know-what. Thanks, but "you know what" is....? I was referring to the "E.T. Book Cart." I've now sent Albert all three final versions (NTSC, PAL/60, and PAL/50), after having completed an easter egg and finding/fixing a couple of obscure bugs. The easter egg isn't anything fancy, just a holiday-themed screen with music (gloriously out of tune, as only the Atari 2600 can do-- especially since this was the first time I'd ever tried to make music on the Atari 2600, and my music driver doesn't do anything fancy like waver between frequencies to get better in-tune notes). I'd actually wanted to add in a bonus game, but there wasn't much contiguous memory left over, and definitely not enough time. Still, I think the "E.T. Book Cart" is a pretty nice piece of work for my first-ever Atari 2600 cartridge! I'm really looking forward to holding it in my hands, stroking my fingers lovingly across its splendiferous label art, holding it beneath my nose to admire that "new cart smell," popping it into my Atari 2600, and powering it up. Michael Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1197830 Share on other sites More sharing options...
Dragnerok X Posted December 17, 2006 Author Share Posted December 17, 2006 Sorry, I've been preoccupied with completely wrapping up you-know-what. Thanks, but "you know what" is....? I was referring to the "E.T. Book Cart." I've now sent Albert all three final versions (NTSC, PAL/60, and PAL/50), after having completed an easter egg and finding/fixing a couple of obscure bugs. The easter egg isn't anything fancy, just a holiday-themed screen with music (gloriously out of tune, as only the Atari 2600 can do-- especially since this was the first time I'd ever tried to make music on the Atari 2600, and my music driver doesn't do anything fancy like waver between frequencies to get better in-tune notes). I'd actually wanted to add in a bonus game, but there wasn't much contiguous memory left over, and definitely not enough time. Still, I think the "E.T. Book Cart" is a pretty nice piece of work for my first-ever Atari 2600 cartridge! I'm really looking forward to holding it in my hands, stroking my fingers lovingly across its splendiferous label art, holding it beneath my nose to admire that "new cart smell," popping it into my Atari 2600, and powering it up. Michael You made the ET Book Cart? Sweet!!! Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1197835 Share on other sites More sharing options...
+atari2600land Posted December 17, 2006 Share Posted December 17, 2006 (edited) Still, I think the "E.T. Book Cart" is a pretty nice piece of work for my first-ever Atari 2600 cartridge! You are definitely going to be mentioned in the GoSub credits, that is, if it's going to be in the store. Albert's thinking it over... (BTW, this is my 900th post! Yay me!) Edited December 17, 2006 by atari2600land Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1197851 Share on other sites More sharing options...
Dragnerok X Posted December 17, 2006 Author Share Posted December 17, 2006 (edited) Combat DX: Demo 3 - Advanced Sprite Movement Combat_DX.bas Combat_DX___Demo_3.bin Added reverse to the tanks and cleaned up the code (A LOT). Next step is to add an enemy, which can either be player 2 controlled or AI (I'm pretty new to that, by the way.) Questions, Comments, Suggestions? Edit: SeaGtGruff: That was some of the most complicated movement code I've ever written! I guess I'm just lucky it's not in 3d... Edited December 17, 2006 by Dragnerok X Quote Link to comment https://forums.atariage.com/topic/98304-stupid-question-i-probably-shouldnt-be-asking/#findComment-1197860 Share on other sites More sharing options...
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