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haroldo-ok

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A member registered Oct 14, 2015 · View creator page →

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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. 

As far as I can see, the code seems correct; the player 0 should be shooting missile 0 every time you press the fire button.

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Thanks; the code looks correct, it should be working

Are you using any other code in addition to this one?

This one seems to work alright:
https://github.com/user-attachments/files/24906042/VCS.Game.Maker.-.player.fires...

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That's strange; it should be working

Could you please show us the code you are trying to run?

Hello, you can program the missile to be fired with any key you want, but if you programmed it to use the fire button, you can use the space bar on the emulator screen. 

Hello,; yes,  its in the plans:

https://github.com/haroldo-ok/vcs-game-maker/issues/168

You're welcome

Thanks, and you are welcome!

Hello, Carlos!  

For now, I'll probably be working on vcs-game-maker and SMS Puzzle Maker. 

As for the if block, it is implemented and should be working.

Hello again! 

Sorry for the delay; the bug has just been fixed:

https://haroldo-ok.itch.io/vcs-game-maker/devlog/1323579/version-0474-fix-bug-when-switching-animations

I'm glad to help.

Here's an example:

https://github.com/user-attachments/files/24609767/VCS.Game.Maker.-.wrapping.roo...

Glad to help.  As for how to wrap around, you could modify the coffee to return to the first room after leaving the last one.

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...


Hello; sorry, I wasn't able to take a look at it, yet.

Hello; sorry, I wasn't able to take a look at it, yet.

Ok,  I will try to create an example ASAP,

Ok,  I will try to create an example ASAP,

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Hello and thanks! From the screen grab, it seems to be a good start but it is only checking if the player is leaving from the top.

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

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Just tested one of the short melodies from "free-vgms", and indeed, the music is not looping.

Maybe it's a non-looping VGM? I'll have to take a look at that later.

Thanks! In theory, it should work on all genesis-compatible VGMs, but I wil take a look.

Hello! 

That's a weird behavior ; the sound effect should play just once, while the music should loop. 

Could you show the script that caused the bug?

You're welcome!

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Hello! Unfortunately,  the function bocks arent working, yet; they will be implemented eventually, but there will be limitations due to Atari 2600's small amount of RAM.

https://github.com/haroldo-ok/vcs-game-maker/issues/171

You could check if the missiles collided with the ball and increase the score accordingly.

Setting the ball height to zero should hide it.

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.

Thanks! I'm not too worried about translating the tool at the moment, but may end up doing it in the future. 

You're welcome!

No problems,  you are welcome! Unfortunately, I haven't fixed that bug, yet.

Hello,  again!

Yes, the playfield does have an extra row that only becomes visible after scrolling:

https://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#pfscroll

You can even draw to it using the pfpixel command.

Clever use of this trick can be used to implement infinite scrolling. 

Hello!

Hi, sorry for bothering you so much, but this time I just can't figure it out. I'm the one who's stuck and can't see the error or what's happening. Why does the sound from the second routine always play in both routines? All the instructions execute correctly except the sound.

Seems to be that both 'if' blocks are being executed, and both blocks are setting up to play a souns on channel zero; as a result,  only the last sound gets played. 

One other thing I'd just like to point out. Sometimes I set the backgrounds with a numeric variable instead of a name. On different occasions, the first background is number 0, and on other occasions, the first background is number 3.

I will have to take a look at this later: https://github.com/haroldo-ok/vcs-game-maker/issues/193

Many thanks for the report

Yes, BlocklyVN8Bit BlocklyVN8bit is a pretty nifty tool, too. 😉

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Hello, and thanks for your interest!

Hi, it's not that important but I'd like to know why when I change the animation duration and exit the screen it goes back to 10

It just doesn't seem to work. I think I've tried every possible combination.

Yes, there's a pending issue over that, but it is weird that the usual workarounds aren't working: https://github.com/haroldo-ok/vcs-game-maker/issues/174

Hello; yes, that part is still a little glitchy; please, try clicking outside the duration input, without exiting the screen and afterwards leave the screen for real; it should work around the bug