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TidusRenegade

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  1. Thanks for the continuing responses. Your right on the return otherbank - I had definitely missed that a couple of times - I've added those now. I couldn't find any missing returns though?! It hasn't helped that I've joined a lot of my code together to get the line count down so what was previously multiple routines are now a single routine ... so it can look like there should have been a return there. Do you think the return otherbank could have been causing the real hardware crashes? I've fixed it on the attached. Does anyone have a melody cart on which they could quickly test it to level 3? It would be very appreciated if so (and yes I know, I will buy one at some point!) Thanks again Ross Temple Runner t0.16.bas Temple Runner t0.16.bin
  2. Thank you so much, adding the DFFRACINC lines right before the drawscreen has got rid of all the screen jumping problems! I should also added ZeroPage's notes from testing on real hardware: I can't figure out from the code what would be causing this and I can't replicate it in the emulator
  3. Thank you so much for all the detail in your response - I will try some of those changes now and see if they improve things I've attached my title screen folder titlescreen.zip
  4. Hi everyone, I'm looking for a bit of help if possible I decided to rewrite my Escape from Kukuku Temple game (including a much needed name change!) to create Temple Runner, which has been coming along nicely but I'm having a lot of problems with it running on actual hardware. The problem seems to be with the number of lines exceeding 262 so I decided to do a whole clean up of my code and move bits around to dramatically reduce the number of bank changes (hence why in the attached source code you will see blank banks that used to contain stuff! - its a bit of a mess at the moment). This reduced down the number close to 262 but not under and I ran out of ideas of how to further optimise the code to reduce the number of lines. I added an extra drawscreen in the LevelLayout routine which gets the lines to a decent number but does cause a bit of screen jump between screens. Big thanks to ZeroPage who has been doing some testing on actual hardware for me but he is still finding that despite all the optimisations it is still causing a crash on real hardware. Unfortunately it seems to run fine in Stella (although the number of lines does exceed 262 between the title screen and the first screen - not sure why?!) so its been hard to debug further and I'm running out of ideas. Can anybody help on this please? Hopefully I'm just missing something obvious which will allow me to optimise my code, remove the additional drawscreen and have it running nicely at 262 lines. I'm guessing the alternative is to start butchering the code to remove game elements - screens etc. Thanks in advance for any help with this Ross (TidusRenegade) Temple Runner t0.15.bas Temple Runner t0.15.bin
  5. Hi, I'm wondering if anyone can help with this I started a game a while ago called Escape from Kukuku Temple (which really needs a name change given how comical it sounds in other languages!) but it halted as I was unable to make a proper platforming engine on which to improve the game. To revamp the player and boulder physics to allow for proper platforming I really need to base the player and boulder movement based on screen pixels rather than specific co-ordinates and the conversions are just not working at all. I tried using the following: temp3 = (player0x-14)/4 temp5= player0y+1 if !pfread(temp3,temp5) then player0y=player0y+1 This should look at the pixel below the player and if the pixel is not populated then allow the player to fall until he hits the next platform. Strangely its partially working such that the player drops correctly at the first gap in the platform but doesn't make it to the next platform?? My defined playfield is 88 pixels tall and 32 pixels wide - so the y coordinate mapping so really be a 1:1 ratio between coordinates and pixels - right? (please let me know if I'm being dense here!) For reference my resolution values are: DF6FRACINC = 255 ; Background colors. DF4FRACINC = 255 ; Playfield colors. DF0FRACINC = 128 ; Column 0. DF1FRACINC = 128 ; Column 1. DF2FRACINC = 128 ; Column 2. DF3FRACINC = 128 ; Column 3. Can anyone help on this? I've attached my last source code for the game Escape v0.8.bas
  6. I'll be honest I had forgotten about this project as I had been working on other ideas. Good call, I'll post it on the programming forum now It would be good to get good working platformer out of this project and nice to see there is at least some interest in it
  7. Yep that makes complete sense thanks RevEng and thanks SmittyB for at least making me feel less dumb asking the question!! Ok time to experiment a bit with 7800 then
  8. Ok dumb question of the day .... I compiled the helloworld.bas example and wanted to test the boundaries of it so I added another bank (and suitable romsize options) and in the second bank added another line of text but that appears garbled when displayed. Sure this is a simple question but can anyone help please? helloworld.bas
  9. Yep, found it in the quarantine, restored it and it now works fine! Thanks your help
  10. ah ok thanks, not sure why it disappeared. I'll redownload it
  11. Thanks for the response - I use AVG, I disabled it but I still got the same result as above. Is it correct that there isn't a 7800filter.exe file in the 7800basic directory? The only 7800filter.* files are 7800filter.Darwin.x86 and 7800filter.Linux.x86 Have I downloaded the wrong version??
  12. Hi All, Can anyone help? Hopefully I'm just being dense with this but I'm trying to get 7800basic working so I can have a play with 7800 development but I'm struggling to get the example code to compile I've copied the 7800basic directory to by harddisk, I've run the install_win.bat file (which showed success) and I copied the helloworld bas and gfx files to the root directory to test compilation After running 7800bas helloworld.bas I get the following: 7800basic 0.6 Jul 12 2017 22:46:35 *** (): INFO, GFX Block #0 starts @ $E000 atascii *** (): INFO, GFX block #0 has 1064 bytes left (133 x 8 bytes) 7800basic compilation complete. User-defined 7800.asm found in current directory '7800filter' is not recognized as an internal or external command, operable program or batch file. After that I get a helloworld.bas.asm file but no other files are produced I'm sure that I'm doing something stupid I'm just not sure what!! I tried searching the forums but found nothing about this particular issue Can anyone help? For reference I'm using v0.6 of 7800basic
  13. Is there a way that I can update the post title to amend the game name?
  14. Ok I got board while trying to figure issues in the other game I'm making so I updated this game It now runs on the multisprite kernel and has 5 independent lifts! Shifty Lifty v1.4 NTSC.bin Shifty Lifty v1.4 PAL60.bin
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