Yes, they will be implemented, eventually:
haroldo-ok
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That would be really strange.. could you please try a small modification to the code to use the fire button of the second joystick?
It should be mapped to "A" on the emulator
https://github.com/ppeccin/javatari/blob/master/Instructions.txt
You're welcome! What you describe kinda sounds like Batari Basic's Title Screen Kernel, but more dynamic:
https://forums.atariage.com/topic/169819-the-titlescreen-kernel/
That would be cool to have, and the hardware supports it, but, unfortunately, the standard kernel does not support that functionality..
One way to go around it would be to implement an initial prototype using vcs-game-maker and then export the generated Batari Basic code and, from it, prceed to the next step by iplementing a custom kernel with the required features.
This one seems to work alright:
https://github.com/user-attachments/files/24906042/VCS.Game.Maker.-.player.fires...

Okay, here's an example that links up 3 rooms that you can navigate by leaving through the top or the bottom:
https://github.com/user-attachments/files/24585422/VCS.Game.Maker.-.upper.lower...

I just used vgmcheck to test it: https://www.smspower.org/forums/12009-VgmcheckExtractLoopAndTimeInformationFromV...
I took a look at both "Actraiser - Fillmore.vgm" (from SGDK examples) and "golf.vgm" (from "free-vgms") and those were the results:
D:\Pessoal\Util\vgmcheck-2.0>vgmcheck "Actraiser - Fillmore.vgm" --Raw VGM information-- Total samples: 2275559 Total time in mm:ss: 0:51.60 Loop start: 17639 Loop start in mm:ss: 0:00.40 Loop time: 2257920 Loop time in mm:ss: 0:51.20 --Usage in SSBB-- (.brstm conversion) New loop start: 28672 New loop end: 2286592 D:\Pessoal\Util\vgmcheck-2.0>vgmcheck golf.vgm --Raw VGM information-- Total samples: 1693440 Total time in mm:ss: 0:38.40 Loop start: 1693440 Loop start in mm:ss: 0:38.40 Loop time: 0 Loop time in mm:ss: 0:00.00 --Usage in SSBB-- (.brstm conversion) New loop start: 1705984 New loop end: 1705984
It seems that "Actraiser - Fillmore.vgm" has a loop set up on it, while "golf.vgm" does not have a loop. (it's loop time is zero)
It looks like in order to use "golf.vgm" in a loop, it will be necessary to edit it in order to explicitly define loop ponts on it; please see: https://vgmrips.net/wiki/Manual_looping_tutorial
Thanks, sounds like a good idea: https://github.com/haroldo-ok/CVBasic-emscripten/issues/61
I am thinking about making a similar tool for visually generating code for the CVBasic compiler, but its possible that the current approach (individual variables) won't work when one has lots of sprites available. Maybe using a more scratch-like block language would work better on this situation, even though the conversion of the code would have to be less direct.


























