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KevReillyUK

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A member registered May 07, 2020

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It's probably over(road)kill for this purpose where the game itself already works and reading the "A" button was a cheap QOL hack, but anyone looking at adding general joystick support to NextBASIC might want to look at paulossilva's GameInput driver:

https://github.com/paulossilva/gameinput

It's possible that later additions to NextZXOS might render it obsolete, but for now it's about the simplest way of adding joystick support. I used it to modify the TAP loader so I could choose the mode using UP, DOWN, LEFT, RIGHT, FIRE on the joypad in addition to 1, 0, 4, P, N on the keyboard (hacking code for a more lean-back experience is something of a pattern for me) and it worked perfectly. Of course later revisions of NextZXOS also render this particular use largely pointless with the ability to remember launch configurations, but it was a good test for the joystick driver.

Definitely worth a look if you're going to add joystick support, especially reconfigurable joystick support, to your program.

This is a great little Frogger game. Missing a couple of features from the arcade version, but with its own gameplay quirks and level-to-level visual changes that keep it interesting. And for anyone learning NextBASIC the fully commented source and documentation are a great resource. It's a really good demonstration of what can be achieved in NextBASIC.

Tip: for anyone using an 8BitDo M30 or similar controller in Kempston mode, adding the following line to the program will let you start a joystick-controlled game by pressing the joypad's "A" button:

5101 IF %(( IN 49150)&1)=0 THEN PROC getCTRL(1): PROC tuneST(): ENDPROC

This may also work with other multi-button controllers that map a spare button to the ENTER key by default, but I can't test this.

(Thanks to the author for permitting me to modify his code, and suggesting I post it here.)