MausGames Posted April 9, 2011 Share Posted April 9, 2011 (edited) I wanted to see how easy it would be to throw together something with the new DPC+ kernel. Well...it's not easy, but not overly hard either. The hardest part is being completely in the dark about cycle usage, the lack of full documentation, and the lack of the "var" variables that I took for granted would be available. 26 just never seems like enough. I would post a screenshot, but thats not as easy on this computer so I'll let someone else if anyone feels like it. Don't forget that you need the latest version of Stella or a Harmony Cartridge to view this demo. I want to flesh this out into a full platformer, I've already designed a completely awesome waterfall screen; I have a bad habit of trying to flesh out before the basics are even close to done yet though, so trying hard to not do that. Questions and comments, please, I'm bored! edit: THIS IS NOT A PLAYABLE DEMO, sorry I didn't mention that before. platsv1a.bin Edited April 9, 2011 by MausGames 2 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted April 9, 2011 Share Posted April 9, 2011 Screenshot: 1 Quote Link to comment Share on other sites More sharing options...
MausGames Posted April 9, 2011 Author Share Posted April 9, 2011 Thanks RT! Notice I managed to squeeze in a health bar at the bottom and life counter at the top. Whether or not these are practical depends purely on the cycles that are available for the main loop and vblank. Quote Link to comment Share on other sites More sharing options...
+batari Posted April 9, 2011 Share Posted April 9, 2011 A few comments - the glitch you see on the cloud and other places has been fixed. Someone else pointed this out to me via PM. Also, a handful of "var" variables will be available with the next build. I'm not sure how many but currently there are 13 of them. That number may change depending on how many more variables I can push off to DPC+ RAM. There is potential for 9 more variables if I can assume nobody ever needs direct access to the "player#height" variables, as the player heights could be instead be written directly to DPC+ RAM when players are defined.) Quote Link to comment Share on other sites More sharing options...
MausGames Posted April 9, 2011 Author Share Posted April 9, 2011 (edited) If player#height could create a grow-out-of or melty effect, then they are worth leaving direct access to, in my opinion. An extra ten variables would well do the trick. Can you tell us if debugging cycles with the score, and pfscore options will come back? Also haven't seen any mention of if there will be any extra time in vblank with this kernel. I had a bazillion other questions while I was putting this demo together, but they've fallen back out of my head now. ThankYou x 1,000 for this Batari, and for all you've done over the years! Edited April 10, 2011 by MausGames Quote Link to comment Share on other sites More sharing options...
+batari Posted April 9, 2011 Share Posted April 9, 2011 (edited) I've gotten several inquiries about getting more useful variables, so right now I'm leaning toward writing player#height directly to DPC+ RAM to maximize them. Also, doing so would reduce the overhead in vblank as currently all player#height are copied to DPC+ RAM every frame. Regardless of what I do, player0height will remain available and could be used for the effect you describe. At any rate, the player#height variables wouldn't be completely inaccessible, they would just be in DPC+ RAM. I haven't provided a way to access arbitrary locations in DPC+ RAM yet but I do plan on it (but before anyone gets too excited about that, DPC+ RAM is structured as a stack or a queue, and although random access is possible, it's not terribly efficient.) As for your other questions, yes, the debugging features and PFscore will be added. Edited April 9, 2011 by batari Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted April 9, 2011 Share Posted April 9, 2011 I completely glossed over the feature that all these sprites are now multi-color.. awesome! Are you willing to release the source to your demo Maus? I'd like to learn what you've figured out so far. As well, it would be a good base to test other features of the new Batari BASIC myself =) Quote Link to comment Share on other sites More sharing options...
Byte Knight Posted April 9, 2011 Share Posted April 9, 2011 I've gotten several inquiries about getting more useful variables, so right now I'm leaning toward writing player#height directly to DPC+ RAM to maximize them. Also, doing so would reduce the overhead in vblank as currently all player#height are copied to DPC+ RAM every frame. Regardless of what I do, player0height will remain available and could be used for the effect you describe. At any rate, the player#height variables wouldn't be completely inaccessible, they would just be in DPC+ RAM. I haven't provided a way to access arbitrary locations in DPC+ RAM yet but I do plan on it (but before anyone gets too excited about that, DPC+ RAM is structured as a stack or a queue, and although random access is possible, it's not terribly efficient.) As for your other questions, yes, the debugging features and PFscore will be added. I say the more variables available the better. To make a decent Adventure game, you need at least 30 variables just to keep track of the sprites (room, x, y values for 6 objects, 3 dragons, 1 bat). Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted April 10, 2011 Share Posted April 10, 2011 What settings do I need to use to load this in Stella? I'm using v3.3 and I've tried several different ROM settings including the Enhanced DPC. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted April 10, 2011 Share Posted April 10, 2011 What settings do I need to use to load this in Stella? I'm using v3.3 and I've tried several different ROM settings including the Enhanced DPC. You need 3.3.01: http://www.atariage.com/forums/blog/134/entry-7832-batari-basic-11-beta-with-dpc-kernel/ Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted April 11, 2011 Share Posted April 11, 2011 Ah, thank you. Now that's an incredible looking demo. Quote Link to comment Share on other sites More sharing options...
yuppicide Posted April 11, 2011 Share Posted April 11, 2011 That is REALLY nice looking! Quote Link to comment Share on other sites More sharing options...
dwane413 Posted April 11, 2011 Share Posted April 11, 2011 That looks nice on my Harmony cart. Quote Link to comment Share on other sites More sharing options...
MausGames Posted April 11, 2011 Author Share Posted April 11, 2011 I completely glossed over the feature that all these sprites are now multi-color.. awesome! Are you willing to release the source to your demo Maus? I'd like to learn what you've figured out so far. As well, it would be a good base to test other features of the new Batari BASIC myself =) As usual the code was a throw-together mess, I was in a big hurry to find out what this can do. I don't think it would be helpful at all, but I will post it next time I'm on my laptop; I hope that RT or someone like him with more org skills than me will post a demo soon. I really need some good sprites for the main character. I have standing, kneeling, walking, running, and jumping; but when he climbs onto a platform above him, he needs to turn so his back is showing, extend his arms upward, jump up, grab the platform, and pull himself up onto it, then stand up. That is going to be tough... Quote Link to comment Share on other sites More sharing options...
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