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Dungeon Turbo Basic


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#1 paladina OFFLINE  

paladina

    Star Raider

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Posted Thu Feb 18, 2010 6:23 AM

Hello to world,

ok I need some help with my program, I will do classic dungeon rpg on Atari in TurboBasic and need some helps.

For First:

Speed up the MAIN SCREEN, where the wall are drawing
- there is basic picture of the MAIN SCREEN - file .MIC that load from disk.
- then load 3 levels of wall and drawing direct to the screen, but its too slow
- any idea to make it better and faster?
- maybe little idea is to do extra memory array, where will be draw all the walls and then this arraw move to the Main Screen? uf...but how...or any other bettering?

For Second
- Mirror the WALL files, I only draw to the left side, but how I can mirrored this wall to the right side??

and For 3.
- Modify TRANSPARENT Wall correct (See throught the zero color - poke 712 of the wall) I think you know what I am meaning.

Many thanks for yours programming help and Ideas.

Paladina ;)

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  • atari000.jpg

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#2 Sikor OFFLINE  

Sikor

    Dragonstomper

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Posted Fri Feb 19, 2010 2:44 PM

Why You don't use Turbo Basic code as well?
line 10: EK=dpeek(88):REM in Turbo Basic Style is much easier...
line 960: Poke for fonts is enough, you needn't repeat graphics mode
If you always use loaded graphics - faster method will be load it to memory in any free adress (its only segments, I see) and use move instruction instead of bget - it will be much faster (for example - reserve adresses from $7000 to $9000 for each graphics, load it all for each level into this and use move method).
I think, that it will be only method to use your graphics as block in sense speed. And remember, that after compile program - all will be faster.
Second method is drawing all graphics and put it on disk as one block (6400 bytes in your program). This will be much faster then block, but it take more place on disk.
Good luck in your game ;)

#3 paladina OFFLINE  

paladina

    Star Raider

  • 68 posts

Posted Fri Feb 19, 2010 3:57 PM

View PostSikor, on Fri Feb 19, 2010 2:44 PM, said:

Why You don't use Turbo Basic code as well?
line 10: EK=dpeek(88):REM in Turbo Basic Style is much easier...
line 960: Poke for fonts is enough, you needn't repeat graphics mode
If you always use loaded graphics - faster method will be load it to memory in any free adress (its only segments, I see) and use move instruction instead of bget - it will be much faster (for example - reserve adresses from $7000 to $9000 for each graphics, load it all for each level into this and use move method).
I think, that it will be only method to use your graphics as block in sense speed. And remember, that after compile program - all will be faster.
Second method is drawing all graphics and put it on disk as one block (6400 bytes in your program). This will be much faster then block, but it take more place on disk.
Good luck in your game ;)


Oh,thx for ideas Sikor, is possible you will help me more please? I dont know how to search free memory and reserve it, because I will do original disk game (not big place on disks) then I must do "(for example - reserve adresses from $7000 to $9000 for each graphics, load it all for each level into this and use move method)." Can you help me with programming this? And how can I do the mirroring and transparenting pls. For next mayba I use the Ramdisk from "Beyond Castle Blackthorn", many thx for help.

#4 therealbountybob OFFLINE  

therealbountybob

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Posted Sat Feb 20, 2010 10:44 AM

Hi paladinia, you could checkout 3-D Maze by Antic, and others, on Atarimania. It's written in Atari basic. A good way to learn is to modify other peoples games and see what you can do, that's how I started :)

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#5 Sikor OFFLINE  

Sikor

    Dragonstomper

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Posted Sun Feb 21, 2010 8:46 AM

@Paladina: I have no idea to mirroring now.
Turbo Basic programs You can compile to speed it. Its adress running from $2000, if I remember. Reserve adress - I mean not use other data in this area. How it programming, for move method? Try this:
1000 proc moveprocedureexample
1010 O.#1,4,0,"D:picname.pic"
1020 bget #1,$adress_for_picture,picture_in_bytes:REM for example bget #1,$8000,6400
1030 close#1
1040 move $adress_for_picture,EK,picture_in_bytes:REM all time You have open graphics mode
1050 endproc
good luck.

#6 Velcro_SP OFFLINE  

Velcro_SP

    Chopper Commander

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Posted Sun Feb 21, 2010 8:48 PM

View Postpaladina, on Thu Feb 18, 2010 6:23 AM, said:

Hello to world,

ok I need some help with my program, I will do classic dungeon rpg on Atari in TurboBasic and need some helps.

Yours looks a bit like mine. Of course this kind of look is not original since Wizardry I guess. Screenshot below. Anybody curious can download the program here: http://members.cavte...mi/basic02.html

I got okay speed on mine by a weird drawing and erasing of the walls, done line by line. It doesn't go to disk at all. Yet I couldn't compile it with ABC compiler because of a weird way I do the GOTOs (although it made okay sense to me). I'm happy with the way the walls look but I need to move that into data statements. I'm real happy with the controls. It's not playable at all but you can move through four rooms.

I don't really know enough to give you advice, but keep trying!

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  • basic02.gif

Edited by Velcro_SP, Sun Feb 21, 2010 8:49 PM.


#7 dwhyte OFFLINE  

dwhyte

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Posted Mon Feb 22, 2010 2:26 AM

This thread is giving me deja vu...




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