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Text Minikernel


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#51 Karl G ONLINE  

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Posted Mon Feb 11, 2019 3:23 PM

That's perfect!! I just can't explain what this means for this game!

Oh my god, this has just made everything possible I've wanted.

How many lines of text can I use?

 

You can do 21 lines unless the "extendedtxt" constant is set.  See this post for details on that.  I plan on releasing better documentation soon.



#52 Karl G ONLINE  

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Posted Mon Feb 11, 2019 8:44 PM

(duplicate post)



#53 Karl G ONLINE  

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Posted Mon Feb 11, 2019 8:45 PM

A user's guide has been added to the first post.  I will add the section on DPC+ once I release the next version which should add support for that kernel.



#54 EvoMikeUK OFFLINE  

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Posted Tue Feb 12, 2019 3:07 AM

A user's guide has been added to the first post.  I will add the section on DPC+ once I release the next version which should add support for that kernel.

The guide is very good, I'll post my results using your new tool after the weekend for you to see, and give you the best feedback I can :)



#55 Coolcrab OFFLINE  

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Posted Tue Feb 12, 2019 5:48 AM

Amazing! can you switch the text around and does that take more variables? 



#56 Karl G ONLINE  

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Posted Tue Feb 12, 2019 6:05 AM

I just posted a manual. Text is loaded from a data table. Technically you could use RAM and build messages on the fly, but you would need 12 consecutive variables.

#57 Lillapojkenpćön OFFLINE  

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Posted Tue Feb 12, 2019 12:40 PM

Being able to change letters from tables sounds like half the job is done for a top ten high score screen kernel  :)  :thumbsup:



#58 Karl G ONLINE  

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Posted Tue Feb 12, 2019 1:07 PM

Well, more so when I do the 24 character version of this, I think. Making a full screen text bB kernel has been discussed, though.

#59 Random Terrain ONLINE  

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Posted Tue Feb 12, 2019 2:35 PM

I'm surprised no one has asked for a version that scrolls. :D

 

I'd probably never use that version. If I make a game that is similar to ET, I could use words instead of symbols to tell players what zone they are in.



#60 EvoMikeUK OFFLINE  

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Posted Tue Feb 12, 2019 4:08 PM

Well, more so when I do the 24 character version of this, I think. Making a full screen text bB kernel has been discussed, though.

I am not sure if its the mini kernel or not, but Im having to constantly write the background colour to the game to avoid id defaulting to black.



#61 EvoMikeUK OFFLINE  

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Posted Tue Feb 12, 2019 4:24 PM

Just reread manual background issue now understood lol

Still fighting the cycles lol Ill get there but its proving very tough lol

#62 Karl G ONLINE  

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Posted Fri Feb 15, 2019 10:24 AM

Version 0.6 is up.  This version adds DPC+ kernel support, and the user's guide has been updated with instructions on how to use this minikernel with a DPC+ kernel.  I've placed everything in a zip file, with DPC+ in its own subdirectory, and added it to the first post.
 
Here's a hacked version of RT's 13-object demo using the text minikernel to show what object is currently selected.
 
Attached File  13objtxt.bas.bin   32KB   8 downloads


#63 EvoMikeUK OFFLINE  

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Posted Fri Feb 15, 2019 10:25 AM

 

Version 0.6 is up.  This version adds DPC+ kernel support, and the user's guide has been updated with instructions on how to use this minikernel with a DPC+ kernel.  I've placed everything in a zip file, with DPC+ in its own subdirectory, and added it to the first post.
 
Here's a hacked version of RT's 13-object demo using the text minikernel to show what object is currently selected.
 

 


If I am not using DPC, is there any benefit to upgrading the version? Thank you.



#64 Muddyfunster ONLINE  

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Posted Fri Feb 15, 2019 11:03 AM

 

Version 0.6 is up.  This version adds DPC+ kernel support, and the user's guide has been updated with instructions on how to use this minikernel with a DPC+ kernel.  I've placed everything in a zip file, with DPC+ in its own subdirectory, and added it to the first post.
 
Here's a hacked version of RT's 13-object demo using the text minikernel to show what object is currently selected.
 

 

 

Great! looking forward to trying this out.



#65 EvoMikeUK OFFLINE  

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Posted Fri Feb 15, 2019 11:59 AM

A bit more feedback, it seems to me that the text is one character to the right as opposed to central? Attached  :)

Attached Thumbnails

  • central.png

Edited by EvoMikeUK, Fri Feb 15, 2019 11:59 AM.


#66 Karl G ONLINE  

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Posted Fri Feb 15, 2019 5:46 PM

If you aren't using DPC+, the only thing different in this version is the fix to clear out the NUSIZx registers before exiting the minikernel.

 

As for the text positioning being slightly off-center, the short answer is that the text minikernel lines up with the bB score, which is also slightly off-center.

 

The longer answer is that I do this not just so that it will look better paired with bB's score (though this is a good reason, too), but also to save lines, and therefore processing time by doing the positioning code for the sprites that make up both the score and the minikernel only once.  bB's score code is famously a bit off-center, and it wasn't until I started to dig into the code myself that I understood why: it has to do with the timing needed to also display the pfscore bars.



#67 Tony The 2600 OFFLINE  

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Posted Fri Feb 15, 2019 7:25 PM

Good job with the DPC+ support, brilliant much needed addition to bB :thumbsup:



#68 EvoMikeUK OFFLINE  

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Posted Sat Feb 16, 2019 2:21 AM

Ok cool.

I can use it as an 11 character to offset manually, however, could there be an option when you turn off the score for it to move central? Thanks again.

#69 Karl G ONLINE  

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Posted Sat Feb 16, 2019 11:42 AM

Ok cool.

I can use it as an 11 character to offset manually, however, could there be an option when you turn off the score for it to move central? Thanks again.

 

I think I can do that.  I'll give it a shot.



#70 Karl G ONLINE  

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Posted Sat Feb 16, 2019 11:50 AM

It seems to be working fine.  Give this version a try, and see if you have any issues?

 

cannonstxt.bas_4.png

 

Attached File  text12a.asm   5.65KB   3 downloads

 

Attached File  text12b.asm   21.98KB   1 downloads



#71 EvoMikeUK OFFLINE  

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Posted Sat Feb 16, 2019 1:27 PM

It seems to be working fine.  Give this version a try, and see if you have any issues?

 

attachicon.gifcannonstxt.bas_4.png

 

attachicon.giftext12a.asm

 

attachicon.giftext12b.asm

Is this the one with Central positioning?



#72 EvoMikeUK OFFLINE  

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Posted Sat Feb 16, 2019 1:28 PM

Here is the mini-kernel in action with a game I'm currently making! :)

Attached a video.

https://www.facebook...eneration2Games

Attached Files


Edited by EvoMikeUK, Sat Feb 16, 2019 1:29 PM.


#73 Karl G ONLINE  

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Posted Sat Feb 16, 2019 2:15 PM

Is this the one with Central positioning?

 

Yes.



#74 EvoMikeUK OFFLINE  

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Posted Sat Feb 16, 2019 2:28 PM

 

Yes.

Sweet! Looking good Karl!

Attached Thumbnails

  • central.png


#75 EvoMikeUK OFFLINE  

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Posted Sat Feb 16, 2019 2:42 PM

Ok, here is an odd one. Since installing the mini-kernel and going to a pflines = 7 solution, both the P0 and the P1 refuse to line up like they did before. Is this a bug possibly?

Attached Thumbnails

  • p0p1.png

Edited by EvoMikeUK, Sat Feb 16, 2019 2:42 PM.





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