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patomite
— ATARI2600 Killbots
Published:
2023-07-09 17:57:26 +0000 UTC
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Description
rem Generated 09/07/2023 13:10:23 by Visual bB Version 1.0.0.554
rem **********************************
rem *
*
rem *
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rem **********************************
rem configuracao geral ( tamanho da rom sistemar de cor da tv )
set tv ntsc
set romsize 4k
set smartbranching on
rem titulo
title
playfield:
................................
................................
..XX........X..X................
..XX..XX....XX.XX.......XXXXX...
..XX.XX..X..XX.XX.X.......XX.XXX
..XXXX...XX.XX.XX.XXX.XXX.XX.XX.
..XX.XX..XX.XX.XX.X.X.X.X.XX..XX
..XX..XX.XX.XX.XX.XXX.XXX.XX.XXX
................................
................................
................................
end
rem cor do titulo e fundo da tela
COLUBK = 180
COLUPF = $90
drawscreen
rem quando finalizar o game esconder os personagens fora da tela
player0x = 1 : player0y = 1
player1x = 1 : player1y = 1
rem se o acionado o botao de tiro pular o titulo
if joy0fire || joy1fire then goto skiptitle
rem se nao acionado o botao de tiro permanecer no titulo
goto title
rem inicio do loop principal
skiptitle
rem tela de jogo inicial (apos o titulo )
playfield:
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
................................
................................
XXX...XXXXXXXXXXXXXXXXXXX...XXXX
...X...X...............X...X....
....X...X.............X...X.....
.....X...X...........X...X......
XXXXXXX...XXXXXXXXXXX...XXXXXXXX
................................
................................
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
end
startposx
player1x = rand
if player1x > 150 then goto startposx
startposy
player1y = rand
if player1y > 100 then goto startposy
rem posicao dos personagens na tela
player0x = 75 : player0y = 80
player1x = 80 : player1y = 1
rem configuraão do missil saindo do heroi
missile0height = 4 : missile0y = 255
rem cor do fundo da tela
COLUBK = 216
rem configuracao das contagens de pontos e cor do score
score = 00000 : scorecolor = $0E
m = 0
rem loop principal
main
rem cor dos personagens e da base do canhao (heroi)
COLUP1 = $40
COLUP0 = $00
COLUPF = $90
f=f+1
g=g+1
rem heroi robot
if f=10 then player0:
%00111110
%00011100
%00110000
%00111100
%00011110
%00111001
%01110100
%00111000
end
rem vilao
if g=10 then player1:
%00000000
%00000000
%01111110
%11111111
%11111111
%01111110
%00000000
%00000000
end
end
if f=10 then f=0
if g=10 then g=0
rem velocidade que o vilao ataca o heroi
a = a + 1 : if a < 1 then goto checkfire
a = 0
rem forma que o vilao persegue o heroi
if player1y < player0y then player1y = player1y + 1
if player1y > player0y then player1y = player1y - 1
if player1x < player0x then player1x = player1x + 1
if player1x > player0x then player1x = player1x - 1
player1x = player1x : player1y = player1y
rem verificando se o tiro saiu do heroi
checkfire
if missile0y>240 then goto skip
missile0y = missile0y - 2 : goto draw
skip
rem tiro emitido inicia o jogo e sons de fundo e disparo
if joy0fire then missile0y
layer0y-2:missile0x
layer0x+4: goto firesound
draw
drawscreen
rem se o tiro acertar o vilao somar pontos ordem crescente surgir outro vilao na tela e som de vilao abatido
if collision(missile0,player1) then score=score+1
layer1x=rand/2
layer1y=0:missile0y=255 : goto pointsound
rem se o vilao encostar no heroi som de explosao retorna para o titulo
if collision(player0,player1) goto deadsound : then title
rem configuracao de limite de tela
if m = 1 && collision(player0,playfield) then player0y = player0y + 1 : goto skipmove
if m = 2 && collision(player0,playfield) then player0x = player0x + 1 : goto skipmove
if m = 3 && collision(player0,playfield) then player0y = player0y - 1 : goto skipmove
if m = 4 && collision(player0,playfield) then player0x = player0x - 1: goto skipmove
rem configuracao de movimentos do heroi
if joy0up && !collision(player0,playfield) then player0y = player0y - 1 : m = 1 : goto skipmove
if joy0left && !collision(player0,playfield) then player0x = player0x - 1 : REFP0 = 8 : m = 2 : goto skipmove
if joy0down && !collision(player0,playfield) then player0y = player0y + 1 : m = 3 : goto skipmove
if joy0right && !collision(player0,playfield) then player0x = player0x + 1 : m = 4 : REFP0 = 0 : goto skipmove
skipmove
if player0x < player1x then REFP1 = 8
if player0x > player1x then REFP1 = 0
goto main
rem fim do loop principal
rem configuracao de sons do jogo
rem som dos pontos ( quando o vilao morre)
pointsound
AUDV0 = 15
AUDC0 =8
AUDF0 = 3
p = p + 1
drawscreen
rem tempo que o som toca
if p < 8 then pointsound
p = 0
AUDV0 = 0: AUDC0 = 0: AUDF0 = 0
goto main
rem som do tiro
firesound
AUDV0 = 15
AUDC0 =8
AUDF0 = 18
rem som de fundo (fica mis facil configurar aqui no tiro)
AUDV1 = 10
AUDC1 = 2
AUDF1 = 31
p = p + 1
drawscreen
rem tempo que o som toca
if p < 5 then firesound
p = 0
AUDV0 = 0: AUDC0 = 0: AUDF0 = 0
goto main
rem Som do heroi morredo
deadsound
AUDV1 = 15
AUDC1 = 8
AUDF1 = 31
p = p + 1
drawscreen
rem tempo que o som toca
if p < 30 then deadsound
p = 0
AUDV1 = 0: AUDC1 = 0: AUDF1 = 0
if a = 0 then goto title
goto main
rem fim da programacao ( Canal Mundo4k)
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