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WTF is going on with this playfield?!


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#1 atari2600land ONLINE  

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Posted Mon Aug 4, 2008 7:50 PM

Why is this doing that? It's so messed up I don't even know what it's doing!

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#2 Impaler_26 OFFLINE  

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Posted Mon Aug 4, 2008 8:15 PM

I'm not sure but it seems that the pfpixel command doesn't work when you use the pfheights option.
The playfield doesn't screw up when i remove this line from your code:
pfpixel a b off

And removing a pfpixel works when i don't use the pfheights option.

#3 yuppicide OFFLINE  

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Posted Mon Aug 4, 2008 8:26 PM

Maybe bAtari can clear this up or maybe Random knows and we can add it to the bB Command Reference page.

#4 atari2600land ONLINE  

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Posted Mon Aug 4, 2008 9:07 PM

View PostImpaler_26, on Mon Aug 4, 2008 7:15 PM, said:

I'm not sure but it seems that the pfpixel command doesn't work when you use the pfheights option.
The playfield doesn't screw up when i remove this line from your code:
pfpixel a b off

And removing a pfpixel works when i don't use the pfheights option.
Yes, it does, because when I do this, it works OK.

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#5 Random Terrain ONLINE  

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Posted Mon Aug 4, 2008 9:57 PM

View Postatari2600land, on Mon Aug 4, 2008 11:07 PM, said:

View PostImpaler_26, on Mon Aug 4, 2008 7:15 PM, said:

I'm not sure but it seems that the pfpixel command doesn't work when you use the pfheights option.
The playfield doesn't screw up when i remove this line from your code:
pfpixel a b off

And removing a pfpixel works when i don't use the pfheights option.
Yes, it does, because when I do this, it works OK.
Since the code is kind of moved around, it's hard to compare, but I do know one thing about your first program that isn't working correctly. If I put rem in front of the following, the program works OK:

  if collision(player0,playfield) then score=score+1 : goto eat_pf

That seems to be the problem area. So testing further, the problem goes away if I move score=score+1 under eat_pf so it looks like this:

  if collision(player0,playfield) then goto eat_pf
  goto main

eat_pf
  score=score+1 
  if player0x>30 && player0x<38 then a=4
  [and so on]

I don't know why that fixes the problem. It can't be that the line is too long. It must be something else I'm not seeing at the moment.

Edited by Random Terrain, Mon Aug 4, 2008 10:00 PM.


#6 atari2600land ONLINE  

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Posted Tue Aug 5, 2008 12:00 AM

Now I need help on the enemies (the yellow blocks.) They ignore the walls.

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#7 Random Terrain ONLINE  

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Posted Tue Aug 5, 2008 12:17 AM

View Postatari2600land, on Tue Aug 5, 2008 2:00 AM, said:

Now I need help on the enemies (the yellow blocks.) They ignore the walls.
Might help if you added some comments to the program that say what the different sections are supposed to do. The larger the program gets without comments, the more it starts to look like an incomprehensible rat's nest.

#8 atari2600land ONLINE  

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Posted Tue Aug 5, 2008 11:56 AM

Updated with comments. The enemies are missile0, player1, and missile1.

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#9 Random Terrain ONLINE  

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Posted Sat Aug 9, 2008 1:01 PM

View Postatari2600land, on Tue Aug 5, 2008 12:56 PM, said:

Updated with comments. The enemies are missile0, player1, and missile1.
I have used bit operations for small things, but I haven't used it to that extent since it would be too confusing and hard to track down problems. Have you been able to see what the problem is yet?




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