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Posted Tue Aug 29, 2017 5:51 AM
Posted Tue Aug 29, 2017 7:46 AM
set romsize 128k rem we always start in bank 1. no need to declare it. [a bunch of code] goto maingame bank2 bank 2 maingame [a bunch of code that belongs to bank 2] bank 4 rem we skipped bank 3, so it's empty [a bunch of code for bank 4] bank 8 rem this is the last bank in the rom. it's always present
Do plotted graphics/banners stay the same once drawn or do they change too if the bank is switched out?
If not would it be possible to store graphics across multiple banks, swapping between them to draw everything, as long as the graphics for tiled characters are duplicated across each?
Posted Sun Sep 3, 2017 7:33 PM
OK, I am having problems again ... I am trying to put in a table to read starting values for the player's sprite, which will change each level.
When I compile, the compiler barfs ... and this is what I get back:
7800basic compilation complete.
User-defined 7800.asm found in current directory
old value: $0190 new value: $0144
old value: $018c new value: $0143
old value: $018a new value: $0142
old value: $0188 new value: $0141
7800basic_variable_redefs.h (384): error: EQU: Value mismatch.
7800basic_variable_redefs.h (386): error: EQU: Value mismatch.
7800basic_variable_redefs.h (388): error: EQU: Value mismatch.
7800basic_variable_redefs.h (390): error: EQU: Value mismatch.
C:\Users\Coddington\Downloads\7800basic\ramcharmap5a.bas.asm (5098): error: Value in 'lda (startposdata),y' must be <$100.
C:\Users\Coddington\Downloads\7800basic\ramcharmap5a.bas.asm (5106): error: Value in 'lda (startposdata),y' must be <$100.
Unrecoverable error(s) in pass, aborting assembly!
Cartridge data file must be at least 4K!
7800header 0.7 Jun 6 2017 19:03:32
*** ERROR: The file size of C:\Users\Coddington\Downloads\7800basic\ramcharmap5a
.bas.bin is 0 bytes.
Posted Sun Sep 3, 2017 8:18 PM
Posted Sun Sep 3, 2017 9:37 PM
Well, snap ... time to retool things.
Posted Mon Sep 4, 2017 7:32 PM
Posted Tue Sep 5, 2017 12:11 PM
I have some questions about the 320C and 320D modes. I.am thinking of doing some graphics mode experiments.
* Which palettes are referenced in these modes, and which character columns are they used in?
* How many pixels wide per character, single and double wide?
* What is the DMA overhead on these modes compared to 320A and 320B?
* If I were to design an incgraphics png, do I place the appropriate colors in the appropriate colum, and 7800basic will sort it out?
I have an idea for a 16 color 320 mode but I need this info to see if I can do it.
Posted Tue Sep 5, 2017 2:58 PM
Edited by Synthpopalooza, Tue Sep 5, 2017 4:00 PM.
Posted Tue Sep 5, 2017 10:03 PM
OK, question about displaying scores:
I tried to add score functionality to my code, but it seems not to update the score ... nothing gets printed. It should update by 100 when a block is painted, 500 when a coin is picked up, 1000 when the adrenaline pill on level 10 is picked up, or 1000 when a level is completed.
I wonder if you could have a look at the code and see what I am doing wrong. The idea is, I want to print all 6 digits of the score0 variable at location 0,1 (including the leading zeros, if any) using palette 1, everytime the score is updated.
Posted Wed Sep 6, 2017 2:47 AM
Not sure what's wrong with it myself, it seems to display fine. (note: I'm looking at it with prosystem, which can be kinda off at times in certain situations)
Got a screenshot for what you're seeing?
Posted Wed Sep 6, 2017 5:30 AM
Posted Wed Sep 6, 2017 8:40 AM
Posted Wed Sep 6, 2017 4:07 PM
Posted Thu Sep 7, 2017 4:21 AM
Going back to 320D ...
It looks promising as a 4 color alternative to 320B if we use flickering, as it seems to use less bytes than 320B per character.
The other question I have is: Does this mode allow you 8 unique palette settings like 320A? How are the colors mapped out? For example, would palette 1 map out like this:
Even columns = P1C0 P1C1
Odd columns = P1C2 P1C3
and is this mapping constant for the other 7 palettes?
Just doublechecked info from the maria document I have, but unfortunately you don't have access to all 8 palettes in 320D. Just like in 320B, which it's based on, only the top palette bit is used for determining palette so you only get palette P0 and P4. (My world was crushed when I realized that for 320B way back. )
Posted Thu Sep 7, 2017 8:05 AM
Edited by Synthpopalooza, Thu Sep 7, 2017 8:06 AM.
Posted Fri Sep 8, 2017 3:08 PM
Posted Fri Sep 8, 2017 4:28 PM
Posted Sun Sep 10, 2017 8:51 PM
OK, more problems ...
#1: The coin counter is not updating properly ... it shows "100" when one coin is picked up, then shows nothing if more than 10 are picked up.
#2: My player seems to explode and lose a life immediately when the binary is first run ... any ideas on what is triggering this?
Posted Wed Nov 15, 2017 11:50 AM
The Inline assembly, what conventions is it using and what is valid? statements like dta, .db,.dw, and many others are not working. I am porting over .asm modules that MADS ASSEMBLER is able to compile. I know XASM conventions are slightly different.
Posted Sun Nov 19, 2017 7:34 PM
Posted Wed Dec 13, 2017 7:55 AM
"UNRESOLVED SYMBOL LIST" needs to list what the unresolved symbols are during compile. When programs start getting longer and more complicated, it becomes too tedious to go through hundreds of lines of source code to find the label name that may be a typo, spelled wrong, or not defined yet.
Posted Wed Dec 13, 2017 12:10 PM
Posted Wed Dec 13, 2017 12:36 PM
Posted Thu Dec 14, 2017 10:13 AM
The only thing left with the fine vertical scrolling demo I have posted is to get the CHARBASE register updated reliably at the proper time. I'm pretty sure I was on the right track for getting it done, but there's still work that needs to be done.
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