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jrok

Member Since 27 Aug 2008
OFFLINE Last Active Oct 26 2011 4:07 PM

Posts I've Made

In Topic: How do we cycle colors from low to high and back down again (twice)?

Wed Sep 14, 2011 5:54 PM

View PostScumSoft, on Wed Sep 14, 2011 5:18 PM, said:

I would just do this instead:

 dim color = a
 dim FrameNum = b

 rem set starting color
 color = $40

Loop
 drawscreen
 FrameNum = FrameNum + 1
 
 rem cycle color from 40 and 46 every other frame
 if FrameNum{0} then color = color ^ 6

 COLUBK = color
 goto Loop

I was working under the assumption that he wanted to limit RAM usage, and have an effect that was simple to restart and stop after two iterations. My version uses 22 more bytes of ROM, but it only uses 1 byte of RAM and resets to defaults after two flashes.

And - maybe I was wrong in assuming this - but I figured that the "flash" effect itself was something that would start when a certain condition was triggered, like a ship being smacked with a missile, and stop after a certain duration.

In that spirit, I put together a little demo showing how 9 bits can be used to trigger a color & sound event. This could be optimized in a bunch of ways (including storing both the color and sound effect in a single data table), but I get the feeling that this is somewhat along the lines of what RT was looking for.

In Topic: How do we cycle colors from low to high and back down again (twice)?

Wed Sep 14, 2011 1:02 AM

View PostRandom Terrain, on Wed Sep 14, 2011 12:01 AM, said:

I need to cycle from $40 to $46, then from $46 to $40, but I need to do it twice in a row.

The only thing I can think of uses bloated code, a whole variable as a counter and too many bits. Is there a simpler, easier way to ping pong though a range of colors for a certain number of times?


Thanks.


Since the color array is static, how about just use a pointer and a data table.


 
 data colorflash 
 $40,$42,$44,$46,$44,$42,$40,$42,$44,$46,$44,$42,$40
end
 

Loop

 COLUBK = 0

 if a < colorflash_length-1 then a = a + 1 :  COLUBK = colorflash[a]

 if joy0fire then a = 0

 drawscreen

 goto Loop

In Topic: Charge!

Wed Sep 7, 2011 10:03 AM

View PostJess Ragan, on Wed Sep 7, 2011 4:34 AM, said:

How'd you stop the stair-stepping effect? Or is that just a bonus offered by DPC+?

I'm not sure I know what you mean. What is the stair-stepping effect?

In Topic: Laser Blast Hack

Tue Sep 6, 2011 8:54 PM

View PostAtariLeaf, on Tue Sep 6, 2011 8:16 PM, said:

If "Ifs and buts were candy and nuts".

Sure they could have done this or they could have done that, and MAYBE it would have been a better game. But they didn't and as it is, its a crappy game.

Yeah. It always struck me as a sort of "eh, good enough" effort. They came up with a special effect and one mindlessly simple game mechanic and then kicked it out the door.

Not sure if it was lazy programming or a ridiculous delivery schedule or both, but the difficulty curve in Laser Blast is so flat it makes Mary Tyler Moore look like Dolly Parton. You could just play and play until you starve to death or go insane.

In Topic: Charge!

Mon Sep 5, 2011 11:05 AM

View PostKevinMos3, on Mon Sep 5, 2011 5:15 AM, said:

I've been encountering a sound issue with the last couple of builds. When the last dragon is killed sometimes the sound that tells you to kill a road enemy gets messed up. It just maintains a single loud note until you finally end the stage by killing the road enemy and get the new level sound.

Yep, I noticed that one to. It's on my list.

Quote

I still think the "night time" screens are too red. The $50 portion of the palette is too much of a red-purple to look like night IMO.

Thanks for the ideas. Color palettes are far from final at the moment, and I'm sure they'll change a lot before I have a stable release candidate. I think low lum for night is pretty much a given, and it may even revert to black. But I, uh... I've kinda got bigger fish to fry at the moment. :D

Quote

Actually, that "1" (levels 11-19) has a line under it indicating that it's eleven. I'm assuming level 21 will have two lines and level 31 will have 3.

Yep, that's right.