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To answer your (Cybearg's) question (minikernel)


bogax

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yes

This diplays 6 sprites

The sprites are selected
with six pointers mkptr0..5

The pointers point into two tables
splistlo, and splisthi

The tables contain the locations
of the sprite data.

The sprites have to be upside down

The constant mklines specifies the
number of lines to use (the number of
lines in a sprite)

The first bit of the fourth sprite
is repeated in the first bit position
of the sixth sprite and the first
bit of the sixth sprite never shows

 

 

edit: fixed a bug unrelated to the minikernel that

kept one from coming up

sprites_minikernel.bin

sprites_minikernel.bas

Edited by bogax
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Woo! Thanks, bogax! That's awesome!

 

I presume that this effectively replaces the score (it seems to be just a jumble), but since one to set and replace those 6 sprite positions from more than the limited few available by replacing the score digits, this would be excellent for adding adventure or RPG elements into a game!

 

Can one use both of your different minikernels, one for displaying dense text (like for character dialog), then switching back to the 6 individually-set symbols for inventory management?

Edited by Cybearg
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Woo! Thanks, bogax! That's awesome!

 

I presume that this effectively replaces the score (it seems to be just a jumble), but since one to set and replace those 6 sprite positions from more than the limited few available by replacing the score digits, this would be excellent for adding adventure or RPG elements into a game!

 

Can one use both of your different minikernels, one for displaying dense text (like for character dialog), then switching back to the 6 individually-set symbols for inventory management?

 

Yes it uses the score, the scorepointers the aux varables

the temp variables and some of the stack variables.

 

It doesn't use temp7 so hopefully bank switching

would stiil work.

 

It doesn't use aux1 so maybe playfield heights would

still work

 

I've only tried it with the plain vanilla kernel

 

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