[vcf-midatlantic] What's wrong with my program experiment?
Evan Koblentz
evan at vcfed.org
Thu Apr 6 17:38:47 EDT 2017
> 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#post455221
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
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evan at vcfed.org
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