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DusanStrakl

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DusanStrakl last won the day on November 14 2021

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  1. I pulled the trigger too but was also late so will be in the next year's batch. I am just starting to look into it more deeply though and haven't had much time with emulator so far but looking forward to it and hopefully have it side by side with Commander X16 and write some software for both platforms.
  2. Welcome to the X16 and I myself have spent quite a lot of time working on squeezing much out of the BASIC and I am very impressed with capabilities Commander X16 offers without having to resort to Assembly. I wrote number of tutorials and games written in BASIC and those might be good way for you to start, copy & paste some snippets or whole programs, experiment and post your progress. This community is great and very helpful if one gets stuck. Link to the blog (Under BASIC tab): https://www.8bitcoding.com/p/commander-x16.html And on this forum: I personally write most of BASIC programs right inside Emulator just occasionally copy source code to Visual Studio Code for quick lookup or cleaning. And most importantly, have fun!
  3. Crazy Lander links have been added to original post.
  4. Awesome. Thanks for the help, just changed it and now it works.
  5. I noticed the same thing with the "Try it now". Will try to troubleshoot in coming days. I am using R38 and just tried downloading files into clean directory and it works fine for me. I haven't tried it in R39.
  6. Version 1.0.0

    276 downloads

    Crazy Lander is another (mostly) BASIC game for Commander X16. We will introduce some new technologies not used before in our projects. It is a variation of Lander type games where we have to guide and land the space capsule to dedicated platforms using thrusters and navigating through natural and man-made obstacles. To make the game more challenging we have to be mindful of the fuel used and land gently. Few highlights: Running in bitmap mode It is a game of precision so we have to assure pixel perfect collision control Animated obstacles unique to each level Music and sound effects Project Specs Emulator Version R.38 Low resolution bitmap mode 320 x 240 in 16 colors on Layer 0 Use the menu system to choose difficulty, turn music on and off, display instructions, quit and of course start the game Animated sprites for displaying capsule as well as thruster exhaust and explosion animation Tile layer 1 is used for HUD and for messages and menus Assembly subroutine for pixel perfect collision detection 4 distinct levels with flexibility to add more Scoring is based on the landing platform multiplier times the remaining fuel Keyboard/Joystick controls Left Arrow / Joystick Left fire left thruster pushing lander right Right Arrow / Joystick Right fire right thruster pushing lander left Space / Fire button main thruster pushing lander up Music in the background using Music Library for BASIC programs Sound effects using direct programming PSG from BASIC using VPOKE 256 color splash screen
  7. Crazy Lander View File Crazy Lander is another (mostly) BASIC game for Commander X16. We will introduce some new technologies not used before in our projects. It is a variation of Lander type games where we have to guide and land the space capsule to dedicated platforms using thrusters and navigating through natural and man-made obstacles. To make the game more challenging we have to be mindful of the fuel used and land gently. Few highlights: Running in bitmap mode It is a game of precision so we have to assure pixel perfect collision control Animated obstacles unique to each level Music and sound effects Project Specs Emulator Version R.38 Low resolution bitmap mode 320 x 240 in 16 colors on Layer 0 Use the menu system to choose difficulty, turn music on and off, display instructions, quit and of course start the game Animated sprites for displaying capsule as well as thruster exhaust and explosion animation Tile layer 1 is used for HUD and for messages and menus Assembly subroutine for pixel perfect collision detection 4 distinct levels with flexibility to add more Scoring is based on the landing platform multiplier times the remaining fuel Keyboard/Joystick controls Left Arrow / Joystick Left fire left thruster pushing lander right Right Arrow / Joystick Right fire right thruster pushing lander left Space / Fire button main thruster pushing lander up Music in the background using Music Library for BASIC programs Sound effects using direct programming PSG from BASIC using VPOKE 256 color splash screen Submitter DusanStrakl Submitted 11/13/21 Category Games  
  8. I have nothing to add to this , I am just here to say it is very impressive what you achieved so far and I am looking forward to more progress.
  9. I am late to the party, the question was already answered but since the documentation is a bit unclear I elaborated a bit more on my blog, especially because the Palette Offset works differently on 8bpp Sprites. Color 0 is again transparent, so binary value of %0000 0000 will simply show the color of the layer below (if there is one) Colors 1-15 will be affected by Palette Offset in Map data in the same way as in above example for 4bpp mode which makes sense because they only use 4 lower bits anyway and are simply complemented by top 4 bits from the offset. If Offset is 0 then Palette is unchanged. Colors 16-255 are not affected by the Palette Offset and are taken directly from the palette. Note that this is different from the behavior for the 8bpp sprites.
  10. I wrote tutorial on programming sound using PSG in BASIC: https://www.8bitcoding.com/p/sound-in-basic-i-programmable-sound.html
  11. Yeah, I am playing with X16 Emulator for more than a year and still mix them up occasionally Actually I saw so many questions about this I just started writing another post for my blog to explain how to use PSG in BASIC.
  12. I think you are overcomplicating a bit. You don't need to program VERA registers when using BASIC, you can use VPOKE to write data to VRAM directly and let BASIC interpreter deal with VERA registers. A simple program to turn on square wave (pulse) and increases frequency can be written as below: 10 VPOKE 1,$F9C3,%00111111:REM SET WAVEFORM FOR VOICE 0 20 VPOKE 1,$F9C2,%11111111:REM SET LEFT AND RIGHT CHANNEL AT MAX VOLUME 30 FOR N=200 TO 2000 STEP 5 40 VPOKE 1,$F9C1,INT(N/256):REM SET HIGH BYTE OF FREQUENCY 50 VPOKE 1,$F9C0,N AND 255:REM SET LOW BYTE OF FREQUENCY 60 FOR I=1 TO 200:NEXT I:REM DELAY 70 NEXT N 80 VPOKE 1,$F9C0,0:VPOKE 1,$F9C1,0
    Very cool I love it!
  13. Agree with Matt, VERA PSG is way to get started. I implemented very simple, rudimentary sounds in my version of Tetris in BASIC: https://www.8bitcoding.com/p/crazy-tetrominoes.html If you don't want to deal with programming you can also just import and call four basic sounds in my Simplest Sound Effects Library for BASIC: https://www.8bitcoding.com/p/simplest-sound-effects-library-for.html Later if you want to add music that plays independently in the background of BASIC program you can opt to a bit more complex Music Library: https://www.8bitcoding.com/p/music-player-library-for-basic-programs.html
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