some other guy mentioned cross-talk, that's why I posted that link to the 1982 issue which explains how that operates. It also mentions a work around in Assembly code, since adding more delay defeats the purpose of using assembly code. But I'm not sure yet if there's a work around for Basic code, maybe there is, perhaps using the same Kernal Rom Calls. But then your game isn't really time critical as in an assembly program. So you most likely won't suffer any lag.
Yeah I'm happy with how it works now. Primitive collision detection 101: I added a line that if X=10 and Y=10 (where I'd made a plot) then switch to text mode and print something. It didn't work and I wasn't sure why. Then I remembered the joystick is never * exactly * at 10,10, but rather at 10.(lots of decimals). So I put in another line saying X=INT(X):Y=INT(Y) to force the whole number. Now when I move the joystick to the plot of 10,10 it works. Per a suggestion at http://www.vcfed.org/forum/showthread.php?57097-Joystick-problem&p=455221#po... I'll probably make a version of the game where the plot location is random and if you hit it then you found the kitten. :) Non-kitten plot locations could be (gasp) educational: you found a minicomputer, you found a tape library, etc., and each one would teach you something about that artifact. ________________________________ Evan Koblentz, director Vintage Computer Federation a 501(c)(3) educational non-profit evan@vcfed.org (646) 546-9999 www.vcfed.org facebook.com/vcfederation twitter.com/vcfederation instagram.com/vcfederation