+atari2600land Posted March 13, 2009 Share Posted March 13, 2009 I defined pfheights first yet the program still doesn't work in Stella. Why not? Note: This file is too early on and doesn't need remarks...yet. sharkjumper.bas Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted March 13, 2009 Share Posted March 13, 2009 I defined pfheights first yet the program still doesn't work in Stella. Why not?Note: This file is too early on and doesn't need remarks...yet. You didn't exaplain what you mean by "doesn't work," but it runs in Stella 2.7.3 for me, and the playfield is multicolored and uses the indicated colors. However, the screen flickers like crazy. In z26 it says the screen has 716 lines, which is why it flickers in Stella. (It doesn't flicker in z26, but the screen colors are wrong, because the emulator thinks it's a non-NTSC program, so it uses the PAL color palette. And some versions of Stella may have the same issue with the automatic color palette selection.) This is your problem: pfheights: 40 1 1 1 1 1 1 1 1 59 1 end These numbers add up to 108 lines, which is too much. They should add up to 96. But a second problem is that the first line should be an 8, or it won't work as expected. Try this instead: set kernel_options pfcolors pfheights playfield: ................................ ................................ .......XX....................... ......XXX....................... .....XXXX....................... ....XXXXX....................... ...XXXXXX....................... ..XXXXXXX....................... .XXXXXXXX....................... XXXXXXXXX....................... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end pfheights: 8 32 1 1 1 1 1 1 1 1 47 end pfcolors: 30 30 30 30 30 30 30 30 30 30 128 end player0: %00100010 %01010101 %01010101 %00100010 %00111110 %00101010 %00110010 %00100100 %00111000 %00100000 %00110000 %00111000 %00110000 end player1: %11111110 %01111100 %00111000 %00010000 end player0x=16 : player0y=51 player1x=72 : player1y=51 main COLUBK=136 : COLUPF=128 COLUP1=6 : COLUP0=0 drawscreen goto main In addition to adjusting the pfheights, pfcolors, and playfield, I also "fixed" a pixel in the back wheel of the sprite, and I indented all lines with 3 spaces instead of just 1 space so the code display doesn't get mucked up by the forum software. Michael sharkjumper1.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 13, 2009 Author Share Posted March 13, 2009 OK, I forgot about the first line having to be 8. Also, I forgot that when he jumps the shark, he is waterskiing, not on a motorcycle (i watched the infamous clip on YouTube), so i fixed that, too. As for the number of lines the playfield should be, I always thought it could be either 80 or 84, not 96. Anyway, thanks for your help. sharkjumper1.bas.bin sharkjumper1.bas Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted March 13, 2009 Share Posted March 13, 2009 (edited) OK, I forgot about the first line having to be 8. Also, I forgot that when he jumps the shark, he is waterskiing, not on a motorcycle (i watched the infamous clip on YouTube), so i fixed that, too. As for the number of lines the playfield should be, I always thought it could be either 80 or 84, not 96. Anyway, thanks for your help. D'oh! I think I'm wrong and you're almost right... I think they're supposed to add up to *88* (i.e., 11 playfield rows, and each row normally has 8 double-scan lines in it, so that's 8 times 11 equals 88). Michael Edit: There are actually 12 playfield rows, but the 12th row is normally behind the score. That's where I got 96 from-- 8 double-scan lines times 12 playfield rows equals 96 double-scan lines... or 192 single-scan lines. Edited March 13, 2009 by SeaGtGruff Quote Link to comment Share on other sites More sharing options...
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