abaudrand Posted June 30, 2015 Share Posted June 30, 2015 (edited) I've assigned the 16 banks... did I miss something? 9015 bytes of ROM space left in bank 1 1864 bytes of ROM space left in bank 2 602 bytes of ROM space left in bank 3 1119 bytes of ROM space left in bank 4 2749 bytes of ROM space left in bank 5 3408 bytes of ROM space left in bank 6 1042 bytes of ROM space left in bank 7 3534 bytes of ROM space left in bank 8 4052 bytes of ROM space left in bank 9 4052 bytes of ROM space left in bank 10 4052 bytes of ROM space left in bank 11 4052 bytes of ROM space left in bank 12 4052 bytes of ROM space left in bank 13 4052 bytes of ROM space left in bank 14 4052 bytes of ROM space left in bank 15 1132 bytes of ROM space left 9015 bytes of ROM space left in bank 1 segment: 1fd4 eqm vs current org: fc9d DrakhansNight0.7.7.9.bas.asm (2097): error: Origin Reverse-indexed. Aborting assembly Errors were encountered during assembly. Edited July 1, 2015 by abaudrand Quote Link to comment Share on other sites More sharing options...
RevEng Posted July 1, 2015 Author Share Posted July 1, 2015 It looks like bank 1 is currently too full. Try moving some stuff out of there into the other banks. Oddly it's reporting too much space left there instead of a negative value. Quote Link to comment Share on other sites More sharing options...
abaudrand Posted July 1, 2015 Share Posted July 1, 2015 sorry haven't seen your post before PM you. I didn't add or remove anything since you sent back to me the fixed project. I just tried to set romsize to 64Ko, moved all from bank8 to bank16 and add line for each new bank from 9 to 15... Quote Link to comment Share on other sites More sharing options...
RevEng Posted July 1, 2015 Author Share Posted July 1, 2015 Pretty sure the the problem is the custom bB files you're using, which conflict with the newer code. I'll hit you up on PM. Quote Link to comment Share on other sites More sharing options...
MausGames Posted December 22, 2015 Share Posted December 22, 2015 I've installed this, and the latest version of Stella. I'm not having any luck getting msdpc.bas to run properly, and I have no idea what the issue is. I've attached a screenshot of what happens when I compile and run. Quote Link to comment Share on other sites More sharing options...
MausGames Posted December 22, 2015 Share Posted December 22, 2015 Ok evidently that's how it is supposed to look, and I'm just completely dense. It was the staggered playfield showing up as straight lines that threw me off. Quote Link to comment Share on other sites More sharing options...
MausGames Posted December 23, 2015 Share Posted December 23, 2015 Now that I know I have this working properly and am making some good progress with it, I was wondering - Is there a good way to know how many cycles are left when using the DPC+ kernel? Because of the large playfield, color options, and multiple sprites, it didn't take long to feel like I am probably using a ton of cycles for what I have going on, but I'm hoping there is a way to actually find out. I don't have a way to test on real hardware to know if I'm doing anything that will 'break' the game, and still have a ton of stuff to add so I feel like I'm surely going to go way over with no way to track what I'm using. Quote Link to comment Share on other sites More sharing options...
RevEng Posted December 23, 2015 Author Share Posted December 23, 2015 Stella isn't cycle accurate so far as the ARM code running behind DPC+, so the only real way to know your code doesn't have cycle issues is to run it on real hardware. 2 Quote Link to comment Share on other sites More sharing options...
RevEng Posted October 4, 2016 Author Share Posted October 4, 2016 the first post now has an updated v38 version. I fixed a bug where a complex "if...then" statement wouldn't work with "then label". While I was in, I reordered the memory variables a bit so you can operate on var0-var47,a-z with a single loop. 4 Quote Link to comment Share on other sites More sharing options...
wallaby Posted October 5, 2016 Share Posted October 5, 2016 How do you test a 64k game on a real system? Does the Harmony cartridge work with games that size? Can you use DPC+ with this 64k option? Quote Link to comment Share on other sites More sharing options...
Papa Posted October 5, 2016 Share Posted October 5, 2016 The DPC+ kernel defaults 32k but I guess it could be tweaked somehow. Quote Link to comment Share on other sites More sharing options...
Papa Posted October 5, 2016 Share Posted October 5, 2016 Stella isn't cycle accurate so far as the ARM code running behind DPC+, so the only real way to know your code doesn't have cycle issues is to run it on real hardware. I know, right? It's hard to impress people with the enhancements when they all reside in emu land. My stuff is flickery and slippery on Stella, but looks REAL GOOD on a VCS! Quote Link to comment Share on other sites More sharing options...
RevEng Posted October 5, 2016 Author Share Posted October 5, 2016 I believe you need a Harmony Encore to play 64k and up. Probably the upcoming 7800 Harmony will support these larger 2600 formats too. There's no defined 64k DPC+ format or hardware capable of 64k DPC+ AFAIK. I believe the ARM chips with larger flash sizes to allow for >32k make it prohibitively expensive for non-multi carts, but batari would know better. Quote Link to comment Share on other sites More sharing options...
RevEng Posted January 8, 2017 Author Share Posted January 8, 2017 the first post has been updated with the new v39 version. I updated some code in the bB DPC+ kernel to support the starfield effect. 3 Quote Link to comment Share on other sites More sharing options...
AgentOrange96 Posted March 6, 2017 Share Posted March 6, 2017 (edited) I'm using the latest version of this with build 556 of Visual Bb. When I compile anything, it seems to run as usual without giving any errors, however, no binary seems to be produced. I'm not sure if there is something I have set up wrong of if this is a bug. It seems to be independent of the .bas file I use. I'm running this on Windows 10. My path settings should be correct. If you need more details, I'd be more than happy to help figure this out. Thanks! EDIT: I ran the compiler outside of Visual Bb and figured out why no binary was produced. It seems in your last upload you forgot to compile bbfilter for Windows. Luckily, since you had the source file in there, I was able to compile it myself. Now I just need to figure out what I'm doing wrong as far as my use of the DPC+ kernel. Edited March 7, 2017 by AgentOrange96 Quote Link to comment Share on other sites More sharing options...
RevEng Posted March 7, 2017 Author Share Posted March 7, 2017 If I download the zip from the first post, I can see bbfilter.exe in it. Maybe antivirus software erroneously removed when you unzipped it? Quote Link to comment Share on other sites More sharing options...
AgentOrange96 Posted March 7, 2017 Share Posted March 7, 2017 (edited) For some reason Avira didn't tell me it quarantined that file on my desktop, however it did tell me on my laptop when I went to go check it on there. So yeah, you're spot on with that one! Thank you! Edited March 7, 2017 by AgentOrange96 Quote Link to comment Share on other sites More sharing options...
RevEng Posted March 7, 2017 Author Share Posted March 7, 2017 Not a problem! Quote Link to comment Share on other sites More sharing options...
iesposta Posted March 14, 2017 Share Posted March 14, 2017 Building a DPC+ game with " const noscore = 1 " results in 251 scan lines, not 262. Quote Link to comment Share on other sites More sharing options...
RevEng Posted March 17, 2017 Author Share Posted March 17, 2017 Building a DPC+ game with " const noscore = 1 " results in 251 scan lines, not 262. Looks like noscore was only partially implemented in the DPC+ bB kernel. I added some code to maintain a 262 scanline count, and updated the bB zip in the first post of this thread. 2 Quote Link to comment Share on other sites More sharing options...
freshbrood Posted April 28, 2017 Share Posted April 28, 2017 Can someone tell me why, when using vbasic to insert the dpc+ kernel, after each bank it says temp1 = temp1 ? What is the purpose of temp1 = temp1 after each bank? Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted April 28, 2017 Share Posted April 28, 2017 Can someone tell me why, when using vbasic to insert the dpc+ kernel, after each bank it says temp1 = temp1 ? What is the purpose of temp1 = temp1 after each bank? Look here: randomterrain.com/atari-2600-memories-batari-basic-commands.html#dpc_harmony Quote Link to comment Share on other sites More sharing options...
Sprybug Posted May 23, 2017 Share Posted May 23, 2017 Hey guys, I got a new laptop and I was going to reinstall all the Batari stuff on it. So I went to that 8-bit link for the new download and as soon as I downloaded it, Avaste popped up and said it had a virus and wouldn't let me access it. 1 Quote Link to comment Share on other sites More sharing options...
RevEng Posted May 23, 2017 Author Share Posted May 23, 2017 It's a false positive. My bB binaries are built on a Linux system and they never see a Windows system until the end-user receives them. There's no virus capable of crossing over from Linux to Windows, or visa versa. There's more detail about this false-positive here. Unfortunately the AV companies don't seem to care about collateral damage to open source projects, and websites. [edit - try again now. I've just recompiled the binaries with a different level of compiler optimization, basically shuffling the bytes around, and VirusTotal shows Avast and all but 1 AV program accepting it now. Stupid AV companies are wasting everybody's time, and ruining reputations.] Quote Link to comment Share on other sites More sharing options...
Sprybug Posted May 24, 2017 Share Posted May 24, 2017 Thanks Rev. That seemed to do the trick! You guys are always so quick to jump on this stuff. 1 Quote Link to comment Share on other sites More sharing options...
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