This is an early version of what I'm calling my "Mark 1" text minikernel, created with extensive help from RevEng. This minikernel can display up to 12 characters of letters, numbers or special characters with no flicker. This version only requires the the user give up one variable. I have modified my "cannons" sample game to make use of it.
Please see the attached user's guide on how to make use of this minikernel in you game:
Text Minikernel.pdf 91.48KB 3 downloads
Here are the current limitations:
There is not enough room on the screen to display both the score and this minikernel at the same time without shrinking the screen. You either have to set "const noscore=1", or shrink the screen with some combination of pfres and/or pfrowheight, or a pfheights definition that equals 82 lines or less. If you are using the Multisprite kernel, then "const screenheight = 82" should work.
- Multisprite kernel does not currently work due to an issue with "noscore" with that kernel.
No support for the DPC+ kernel yet
- The minikernel, along with all of the associated character data, weighs in at a whopping 1200 bytes,
all in the kernel/graphics bank.
- The minikernel uses a black background. If your game uses COLUBK for a background color other than black, then it will need to be set inside the game loop.
Planned future features:
- (DONE) Add support for placing most of the code in another bank to save space in the kernel/graphics bank
- (DONE) Include a score option within the minikernel that would fit without shrinking the screen
- (DONE) Support for more than 256 bytes of text data (21 messages)
- (DONE) DPC+ kernel support
- Fix Multisprite kernel support
- Create a "Mark 2" text kernel to support 24 characters instead of 12. I plan to work on this once development and bug fixes are done on the current version.
This is an early version, so feedback and bug reports will be greatly appreciated!
text12.zip 98KB 1 downloads