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Question with standard kernel options.


6 replies to this topic

#1 STGraves OFFLINE  

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    Moonsweeper

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Posted Sun Jun 7, 2015 6:05 PM

Is there a way to add background colors for each line of it in the standard kernel?



#2 Papa OFFLINE  

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    Dragonstomper

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Posted Sun Jun 7, 2015 7:16 PM

You can change the background over and over with solid colors, or the playfield line per line horizontally.  I'm pretty sure you can change the background to behave like the playfield, too.



#3 STGraves OFFLINE  

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    Moonsweeper

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Posted Sun Jun 7, 2015 7:21 PM

Yeah, I checked and background colors option from the standard kernel works with the colors of the playfield being applied to background but leaving the PF mono colored, is there a way to have 'em both multicolored?



#4 Papa OFFLINE  

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    Dragonstomper

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Posted Sun Jun 7, 2015 7:27 PM

Yeah, with 'background' you change them and I think it does more than that.  I don't think you can have the two varying color sets at once.



#5 Random Terrain ONLINE  

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Posted Sun Jun 7, 2015 8:50 PM

Yeah, I checked and background colors option from the standard kernel works with the colors of the playfield being applied to background but leaving the PF mono colored, is there a way to have 'em both multicolored?

 
With the standard kernel, you can either have a multicolored playfield or a multicolored background. If you want both, you have to use the DPC+ kernel.



#6 freshbrood OFFLINE  

freshbrood

    Star Raider

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Posted Fri Sep 22, 2017 3:16 PM

Does DPC+ work with 

 

const frame10lo=#<frame10

 

 and

 

data frame10

 %11000011
 %11000110
 %00000110
 %11000000
end
 
????
 
It would be extremely helpful to share the same sprites among both players.
 
I cannot get it to work with DPC+ to save my life.
 
But when I set it up as a regular 32k with 8 banks, it works just fine. 
 
So, does DPC+ not use this?
 
Or am I putting them in the wrong order for DPC+?
 
 
 
Also, I suspect that many standard kernal syntax are incompatible with DPC+.
 
Is there a clear and concies list of the STANDARD commands/syntaxes that NO LONGER WORK in DPC+?
 
I suspect that may be preventing it from compling as well.


#7 RevEng OFFLINE  

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Posted Fri Sep 22, 2017 3:43 PM

Fetching a pointer to player data is pretty much under-the-hood work, and highly kernel-specific. ie. not a standard command. So it doesn't work with DPC+. Why? Because being ARM CPU based, bB DPC+ stores virtual sprite data in a manner convenient to the ARM, rather than the 6502.

The supported method to share sprite graphics with DPC+ is covered at RT's site.

Most of the bB commands work whatever the kernel being used are, but the graphics ones differ a bit. Most (all?) of these DPC+ implementation details are covered in the DPC section there.






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