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Posted Sat Sep 15, 2018 3:27 PM
Posted Sat Sep 15, 2018 3:30 PM
Posted Sat Sep 15, 2018 3:36 PM
Posted Sat Sep 15, 2018 5:38 PM
bB DPC+ is only 32k. You can't change the romsize.
Fair enough. I found the documentation to be somewhat ambiguous about this. It declares that the romsize is automatically set for you, but I didn't understand that sentence was implying that the romsize could not be changed at all.
How about the multikernel framework with multiple DPC+ 32k parts?
Edit: Apologies. Answered my own question. That won't work. The DPC+ kernel alone is too big to fit inside "containers" of 4k.
Edited by orange808, Sat Sep 15, 2018 5:49 PM.
Posted Sat Sep 15, 2018 6:52 PM
Be sure to refresh the bB page.
Posted Tue Oct 2, 2018 9:41 AM
Not really a bug
I am frequently frustrated by having constant macro parameters treated as immediate values.
Not really sure how to deal with that.
How hard would it be to perhaps escape a constant to suppress emission of the "#" ?
(best I could think of)
Posted Mon Dec 3, 2018 1:04 PM
There is a display problem with the rightmost digit of the score that can be exposed with a wide enough score font that I've reproduced on Stella and real hardware. Here's a simple example with the "husky" font with the score = 100. The problem goes away if the player objects are positioned one more pixel to the right (HMP0 = #$D0 and HMP1 = #$E0).
husky.bas 139bytes 24 downloads
score_graphics.asm 68.45KB 25 downloads
husky.bas.bin 4KB 25 downloads
Posted Tue Dec 4, 2018 6:36 PM
Is there a way to get rid of the "waterfall effect" when using colored sprites and a colored playfield in the standard kernel?
If it were static I wouldn't mind, but it moves and ripples as the player objects move.
Posted Wed Dec 5, 2018 5:25 AM
This optimization I do that the bB compile passes should.
It is faster assembly and uses less ROM.
Can the compile stage find (between anything more complex than “=“) and put all the same value variables together regardless if they are on one line or four, and output more efficient & ROM saving assembly like this?
Player0x=0: r=0 s=0 t=0
Compiles to this:
And this same thing:
Compiles to this:
Another example is this one line compiles more efficiently over one value each line:
DF0FRACINC=255: DF1FRACINC=255: DF2FRACINC=255: DF3FRACINC=255: DF4FRACINC=255
Posted Sun Feb 17, 2019 9:50 AM
I have a fix for this issue. The problem happens because a "rts" is skipped when "noscore" is enabled. The original code for noscore in the Multisprite kernel is this:
ifconst noscore jmp skipscore endif
I've changed it as follows, which fixes the issue:
ifconst noscore pla pla jmp skipscore endif
Here's a patched version of the kernel for those who need the fix in the meantime:
multisprite_kernel.asm 18.17KB 7 downloads
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