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need help - thx!


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#1 babz OFFLINE  

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Posted Mon Mar 28, 2011 2:56 PM

hi- cna anyone help me to make a gameboy gmae for the atari? i luv the gameboy and atari and want to make my own game but dont know where to start

k'thanks-bye!!!!

#2 Random Terrain ONLINE  

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Posted Mon Mar 28, 2011 3:07 PM

If you mean the Atari 2600, you can make your own Atari 2600 games using batari Basic:

http://www.randomter...c-commands.html

http://www.randomter...-basic-vbb.html

http://www.atariage....5-batari-basic/

#3 babz OFFLINE  

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Posted Mon Mar 28, 2011 3:22 PM

lol!!!! sorry sometimes i txt to fast i dont want itfor my gameboy i want it for my atari but so it looks like a gameboy game

thx 4 the links - istheir anything super simple like gamesald for atari? id like to finish it during sprng break

k'thx-bye!!!

View PostRandom Terrain, on Mon Mar 28, 2011 3:07 PM, said:

If you mean the Atari 2600, you can make your own Atari 2600 games using batari Basic:

http://www.randomter...c-commands.html

http://www.randomter...-basic-vbb.html

http://www.atariage....5-batari-basic/


#4 cd-w ONLINE  

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Posted Mon Mar 28, 2011 3:31 PM

Do you have any previous programming experience?

You can write games for the Atari 2600 in either batari basic or assembly language.

There is a good tutorial for assembly language here to help you get started:

http://www.atariage....-chapter-links/

What kind of games are you interested in writing?

Chris

#5 babz OFFLINE  

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Posted Mon Mar 28, 2011 3:46 PM

i took a class in falsh where we learned actionscript lol!!!! j/k

i want toremake my fave gamboy game but i want ito be surprise

i have programing exp

View Postcd-w, on Mon Mar 28, 2011 3:31 PM, said:

Do you have any previous programming experience?

You can write games for the Atari 2600 in either batari basic or assembly language.

There is a good tutorial for assembly language here to help you get started:

http://www.atariage....-chapter-links/

What kind of games are you interested in writing?

Chris


#6 babz OFFLINE  

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Posted Mon Mar 28, 2011 3:51 PM

hit reply sorry

i taugt some cc classes in java used to know c# okay

thx 4 the link-bye!!!!

#7 Nathan Strum OFFLINE  

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Posted Mon Mar 28, 2011 4:50 PM

I'm not a programmer... but I've never heard of cc before. :?

#8 babz OFFLINE  

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Posted Mon Mar 28, 2011 5:14 PM

lol!!!! sorry cc= commnity college now I just teach intro to prog w visbasic :-(

View PostNathan Strum, on Mon Mar 28, 2011 4:50 PM, said:

I'm not a programmer... but I've never heard of cc before. :?


#9 babz OFFLINE  

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Posted Tue Mar 29, 2011 12:00 PM

bataribasic isrreally great!!!! i definitly want to use it sometime but its kinda limting cuz want to write my own kernels so im going over andrewas turorials - theyre super-awesome!!! ;-D

im sure ill have questions hope you dont mind youguys are the best!!!

k'thanx-bye!!!!

#10 accousticguitar OFFLINE  

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Posted Tue Mar 29, 2011 12:36 PM

Actually, you can use assembly language any time you want in batari basic.

#11 babz OFFLINE  

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Posted Tue Mar 29, 2011 12:56 PM

i know ;-D but ireally want ti learn assmebly so i might aswell go 4 it all theway

k'thx!!!!

#12 babz OFFLINE  

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Posted Tue Mar 29, 2011 1:47 PM

theres soooo much amazing info here on programing its hard to sort thru it all

so im tyring to make a playfield display hello ;-D but its all jumbled up

PROCESSOR 6502
INCLUDE vcs.h
INCLUDE macro.h

SEG CODE
ORG $F000

Begin
CLEAN_START

Mainloop
VERTICAL_SYNC

lda #79
sta COLUPF

ldx #0
Toploop
sta WSYNC
inx
cpx #35
bne Toploop

ldx #0
Hiloop
sta WSYNC
lda LetterH,X
sta PF0
lda LetterI,X
sta PF1
lda LetterY,X
sta PF2
lda LetterA,X
sta PF0
lda LetterEX,X
sta PF1
inx
cpx #7
bne Hiloop

jmp Mainloop

LetterH
.byte %1010000
.byte %1010000
.byte %1010000
.byte %1110000
.byte %1010000
.byte %1010000
.byte %1010000
LetterI
.byte %1110000
.byte %0100000
.byte %0100000
.byte %0100000
.byte %0100000
.byte %0100000
.byte %1110000
LetterY
.byte %1000100
.byte %1000100
.byte %0111000
.byte %0010000
.byte %0010000
.byte %0010000
.byte %0010000
LetterA
.byte %0100000
.byte %1010000
.byte %1010000
.byte %1110000
.byte %1010000
.byte %1010000
.byte %1010000
LetterEX
.byte %0100000
.byte %0100000
.byte %0100000
.byte %0100000
.byte %0000000
.byte %0100000
.byte %0100000

ORG $FFFC
.word Begin
.word Begin

what am i doing wrong?? :-\ thx!!

#13 babz OFFLINE  

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Posted Tue Mar 29, 2011 1:50 PM

my formating didnt work it was fine when I pastedit in :-(

#14 accousticguitar OFFLINE  

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Posted Tue Mar 29, 2011 2:00 PM

I'm running the board mobile skin here, but there should be a code box that you can enter the code in so it doesn't lose its formatting.

#15 babz OFFLINE  

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Posted Tue Mar 29, 2011 2:15 PM

super!!!! thx!!!!! :love: :love: :love:

        PROCESSOR 6502
        INCLUDE vcs.h
        INCLUDE macro.h

        SEG CODE
        ORG $F000

Begin
        CLEAN_START

Mainloop
        VERTICAL_SYNC

        lda #79
        sta COLUPF

        ldx #0
Toploop
        sta WSYNC
        inx
        cpx #35
        bne Toploop

        ldx #0
Hiloop
        sta WSYNC
        lda LetterH,X
        sta PF0
        lda LetterI,X
        sta PF1
        lda LetterY,X
        sta PF2
        lda LetterA,X
        sta PF0
        lda LetterEX,X
        sta PF1
        inx
        cpx #7
        bne Hiloop

        jmp Mainloop

LetterH
        .byte  %1010000
        .byte  %1010000
        .byte  %1010000
        .byte  %1110000
        .byte  %1010000
        .byte  %1010000
        .byte  %1010000
LetterI
        .byte  %1110000
        .byte  %0100000
        .byte  %0100000
        .byte  %0100000
        .byte  %0100000
        .byte  %0100000
        .byte  %1110000
LetterY
        .byte  %1000100
        .byte  %1000100
        .byte  %0111000
        .byte  %0010000
        .byte  %0010000
        .byte  %0010000
        .byte  %0010000
LetterA
        .byte  %0100000
        .byte  %1010000
        .byte  %1010000
        .byte  %1110000
        .byte  %1010000
        .byte  %1010000
        .byte  %1010000
LetterEX
        .byte  %0100000
        .byte  %0100000
        .byte  %0100000
        .byte  %0100000
        .byte  %0000000
        .byte  %0100000
        .byte  %0100000

        ORG     $FFFC
        .word   Begin
        .word   Begin


View Postaccousticguitar, on Tue Mar 29, 2011 2:00 PM, said:

I'm running the board mobile skin here, but there should be a code box that you can enter the code in so it doesn't lose its formatting.


#16 babz OFFLINE  

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Posted Tue Mar 29, 2011 7:23 PM

little help? :-)

#17 cd-w ONLINE  

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Posted Wed Mar 30, 2011 5:01 AM

View Postbabz, on Tue Mar 29, 2011 7:23 PM, said:

little help? :-)

Have a look at Nick Bensemas "How To Draw a Playfield" document. That should help you out.

Chris

#18 babz OFFLINE  

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Posted Wed Mar 30, 2011 1:13 PM

thanx!!!! that was super heplful!!!

k'so ive got a sprite on screen but only sort of dont know how 2 make it look like stuff yet

        PROCESSOR 6502
        INCLUDE vcs.h
        INCLUDE macro.h

        SEG.U VARS
        ORG $80

position  ds 1

        SEG CODE
        ORG $F000

Begin
        CLEAN_START

MainLoop
        VERTICAL_SYNC
        lda #44
        sta TIM64T

        lda SWCHA
        and #%10000000
        beq RightJoy
        lda SWCHA
        and #%01000000
        beq LeftJoy
        jmp EndJoy
LeftJoy
        lda position
        beq EndJoy
        dec position
        jmp EndJoy
RightJoy
        lda position
        cmp #152
        bcs EndJoy
        inc position
        jmp EndJoy
EndJoy

TopLoop
        lda INTIM
        bne TopLoop
        sta VBLANK
        sta WSYNC
        
        lda #230
        sta TIM64T

        lda #$FF
        sta GRP0
        lda #$DF
        sta COLUP0

        lda position
        jsr XPos

ScreenLoop
        lda INTIM
        bne ScreenLoop

        lda #35
        sta TIM64T
BottomLoop
        lda INTIM
        bne BottomLoop
        jmp MainLoop

        align 256

Fine
        .byte    %01100010
        .byte    %01010010
        .byte    %01000010
        .byte    %00110010
        .byte    %00100010
        .byte    %00010010
        .byte    %00000010
        .byte    %11110010
        .byte    %11100010
        .byte    %11010010
        .byte    %11000010
        .byte    %10110010
        .byte    %10100010
        .byte    %10010010
        .byte    %10000010
FineEnd = Fine - 241

XPos
        sta WSYNC
        nop
        nop
        sec
Div15
        sbc #15
        bcs Div15
        tay
        lda FineEnd,Y
        sta HMP0
        sta RESP0
        sta WSYNC
        sta HMOVE
        rts

        ORG     $FFFC
        .word   Begin
        .word   Begin


#19 babz OFFLINE  

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Posted Wed Mar 30, 2011 8:31 PM

k'so this is supposed to go 012345 nowwhat did i do? ithink its something to do with vdel but i dont understand how it works :? :? :?

score.png

        PROCESSOR 6502
        INCLUDE vcs.h
        INCLUDE macro.h

        SEG.U VARS
        ORG $80

line  ds 1

        SEG CODE
        ORG $F000

Begin
        CLEAN_START

MainLoop
        VERTICAL_SYNC
        lda #44
        sta TIM64T

TopLoop
        lda INTIM
        bne TopLoop
        sta VBLANK
        sta WSYNC

        lda #230
        sta TIM64T

        lda #$DF
        sta COLUP0
        sta COLUP1
        
        lda #3
        sta NUSIZ0
        sta NUSIZ1
        
        lda #50
        jsr XPos0
        lda #57
        jsr XPos1

        lda #7
        sta line
ScoreLoop
        sta WSYNC
        ldy line
        lda Score0,Y
        sta GRP0
        lda Score1,Y
        sta GRP1
        lda Score2,Y
        sta GRP0
        ldx Score3,Y
        lda Score4,Y
        lda Score5,Y
        tay
        sta GRP1
        stx GRP0
        sty GRP1
        sta GRP0
        dec line
        bpl ScoreLoop
        lda #0
        sta GRP0
        sta GRP1

ScreenLoop
        lda INTIM
        bne ScreenLoop

        lda #35
        sta TIM64T
BottomLoop
        lda INTIM
        bne BottomLoop
        jmp MainLoop

        align 256

Fine
        .byte    %01100010
        .byte    %01010010
        .byte    %01000010
        .byte    %00110010
        .byte    %00100010
        .byte    %00010010
        .byte    %00000010
        .byte    %11110010
        .byte    %11100010
        .byte    %11010010
        .byte    %11000010
        .byte    %10110010
        .byte    %10100010
        .byte    %10010010
        .byte    %10000010
FineEnd = Fine - 241

XPos0
        sta WSYNC
        nop
        nop
        sec
Div15A
        sbc #15
        bcs Div15A
        tay
        lda FineEnd,Y
        sta HMP0
        sta RESP0
        sta WSYNC
        sta HMOVE
        rts

XPos1
        sta WSYNC
        nop
        nop
        sec
Div15B
        sbc #15
        bcs Div15B
        tay
        lda FineEnd,Y
        sta HMP1
        sta RESP1
        sta WSYNC
        sta HMOVE
        rts

        align 256

Score0
        .byte    %01111100
        .byte    %10000010
        .byte    %10000010
        .byte    %10000010
        .byte    %10000010
        .byte    %10000010
        .byte    %10000010
        .byte    %01111110
Score1
        .byte    %01111110
        .byte    %00010000
        .byte    %00010000
        .byte    %00010000
        .byte    %00010000
        .byte    %01010000
        .byte    %00110000
        .byte    %00010000
Score2
        .byte    %01111110
        .byte    %00010000
        .byte    %00001000
        .byte    %00000100
        .byte    %00000010
        .byte    %01000010
        .byte    %00100100
        .byte    %00011000
Score3
        .byte    %01111100
        .byte    %00000010
        .byte    %00000010
        .byte    %00011100
        .byte    %00011100
        .byte    %00000010
        .byte    %00000010
        .byte    %01111100
Score4
        .byte    %00010000
        .byte    %11111110
        .byte    %10000010
        .byte    %01000010
        .byte    %00100010
        .byte    %00010010
        .byte    %00001010
        .byte    %00000110
Score5
        .byte    %01111100
        .byte    %00000010
        .byte    %00000001
        .byte    %00000001
        .byte    %01111110
        .byte    %01000000
        .byte    %01000000
        .byte    %01111110

        ORG     $FFFC
        .word   Begin
        .word   Begin


#20 Nukey Shay OFFLINE  

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Posted Wed Mar 30, 2011 8:58 PM

Updating sprite copies is very machine-cycle dependant. The cycle count for the scanline needs to be exact (based on sprite positioning) as each storing instruction ends. I'd suggest looking at a 6-sprite display kernel demo for starters, since your above example contains some pretty fundamental errors (like how lda Score4,Y is immediately overwritten by lda Score5,Y before it had a chance to be stored anywhere).

And please post examples as file attachments instead of text pasted to the post.

#21 babz OFFLINE  

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Posted Wed Mar 30, 2011 9:32 PM

thx fo r the help!! still lots to learnsorry for the copypasted code ill attach files nxt time!! promise!!!! ;-D

k'thanx!!!!

#22 Nukey Shay OFFLINE  

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Posted Thu Mar 31, 2011 2:01 AM

No foul, actually. It's just a suggestion, since a downloadable attachment makes it easier to get feedback on...and add comments regarding exactly where a routine is going awry.

Not to mention, make the thread easier to read followup posts and deal with the current issue(s) ;)


Anyway...based on your initial sprite position of 50, it would go something like this example. I also altered the positioning subroutine to work with any sprite (instead of using seperate ones), and included a commented-out example for using digits that can change (instead of the hard-coded "012345" always being displayed).

Attached Files



#23 babz OFFLINE  

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Posted Thu Mar 31, 2011 2:34 AM

awesome!!! thanx for commentign it too!!!! ;-D

#24 babz OFFLINE  

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Posted Fri Apr 1, 2011 2:50 PM

yay!!! i got my game workign its not finsished ill add some more options and music an stuff later but for now you cn chejck it out here

http://www.atariage....64#entry2248864

k' thanxs for all the help!!!! you guys are all awesome!!! :love: :love: :love:




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