Skips this section if joystick isn't moved to the right. If temp6 < 34 then if pfread(temp6,temp3) then goto _Skip_Joy0_Left If temp6 < 34 then if pfread(temp6,temp5) then goto _Skip_Joy0_Left if player1x <= _P_Edge_Left then goto _Skip_Joy0_Left Skips this section if joystick isn't moved to the left. If temp3 < 34 then if pfread(temp3,temp6) then goto _Skip_Joy0_Down If temp4 < 34 then if pfread(temp4,temp6) then goto _Skip_Joy0_Down If temp5 < 34 then if pfread(temp5,temp6) then goto _Skip_Joy0_Down Pitfall This Activision masterpiece was the consoles first side-scroller, moving your character left or right as you traversed the jungle filled with gator-infested swamps, treasure, and the. Its innovative use of 3D graphics made it a huge hit, with approximately 15,000. The player controls a tank which is attacked by other tanks and missiles, using a small radar scanner to locate enemies around them in the barren landscape. if player1y = _P_Edge_Bottom then goto _Skip_Joy0_Down Battlezone is a first-person shooter tank combat game released for arcades in November 1980 by Atari, Inc. Skips this section if joystick isn't moved up. So i found this workarround that cancel moviment considering the offset of player width and height. In my case the problem was with joystick movements that position the sprite beyond the limits of playfield blocks and batari collision function seems process with a delay =P I got a similar issue, atari has a very limited power of processing, specially using bank switching. Visual Batari Basic v1.0 Build 568 used to work, I don't know if anyone uses this languageĪnymore or I'm the only one, I already posted this on the Atari 2600's Programming Forum for Newbies,īut haven't recieved an answer in two weeks.) I attached the current state of my project: I'm clueless and I've completely run out of ideas.ĭoes anyone know what the Problem could be? Tried different PlayerCoords-to-Block-Value conversions like Make the Player Coords normal values instead of float, hoping it would help, but it didn't I've tried many methods to fix this issue: (The player can jump through walls or glitch his "head" halfway into a block supposed to be solid) This sadly doesn't work for a reason unknown to me This is supposed to create a glichless "Hitbox" for the player character. Same row/column (depending on which direction and which gravity) The Code tests if one pixel collides with the block and then tests for another one in the On the current gravity, then every direction of Collision is represented by a Subroutine.Įach of those Subroutines follow the same scheme: This is how the Code is supposed to work: First, it is decided which Code should be executed depending The goal of my project is to create a Platformer with four-way gravity. Patches As a reward for player's efforts, Activision would send a patch to anyone who sent a picture of their screen displaying certain scores.In the last couple months I've been working on a project using "Fake Gravity Platformer Test with Shooting" (from here: ) Also, it was possible for enemy fire to damage specific systems of the player's ship, such as the lasers, shields, engines, or radars, crippling the player's abilities. On the game's console, flipping the BW/Color switch would flip the display between the map and the actual gameplay screen. The game screen would flash a different color if the player destroyed an enemy ship, destroyed enemy fire, or took some hostile fire. Controls In addition to having a first-person view, the game had some additional innovative features for its time. Should all the enemy fighters be destroyed or the player loses all 4 lives, the game ends. Players can dock with starbases to recharge their energy. If a players energy reaches zero, the player loses 1 life, out of the 4 given at the start of the game. Shooting lasers or being hit drains the players' energy, as does warping to another sector, as well as simply flying around. The player shoots enemy ships with their lasers and may either dodge enemy fire or absorb the shots with their shields. Each sector contains a friendly starbase, some enemy fighters, both a starbase and fighters, or nothing. Gameplay The player warps from sector to sector of space. In a stretch for the processing power of the Atari 2600, the game was played in a first-person perspective. The object of the game is to warp from area to area and destroy enemy ships while avoiding being destroyed. Starmaster puts the player in the cockpit of a fighter in deep space.
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