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EvoMikeUK

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  1. Hello, I know this has been addressed before a few years ago, but are we any closer to a 128kb kernel, I know we can go to 64kb on batari but 128kb would be next level?
  2. Great to see another review of Panic! Rooms appearing, the presenter seemed to feel the stress of our lovely little survival horror game.... the slow aching grind of surviving the mansion! #gitgud Thank you for the review, loved watching it!!
  3. Working perfect now! Thank you! Ok, it was dry joints on the controller port! Sorry to bother you all, feel a bit embarrassed now lol
  4. Ok, it was dry joints on the controller port! Sorry to bother you all, feel a bit embarrassed now lol
  5. Ok, it was dry joints on the controller port! Sorry to bother you all, feel a bit embarrassed now lol
  6. Hi Captain, it seems my Atari was broken all along.... @Karl G helped me troubleshoot and it worked fine on my other Atari. Thank you for everyone who helped me on this, I really appreciate it!
  7. Ok update... @Karl G has helped me and we have troubleshooted the problem. My PAL 6-Switcher saves the High-Score in SpaceGame but my NTSC Dev Unit does not, seems it was a hardware issue all along. Thank you for everyone who took the time to hep me out!
  8. Yes, this isnt working either, but does on Stella, just like my program, so I think I may have a hardware issue.
  9. Even using this example.... The console doesnt display the saved data (yet doesnt throw the error either of a red background), yet stella does? rem ** the bB score as regular variables... dim sc1=score dim sc2=score+1 dim sc3=score+2 rem ** randomize the first score byte... sc1=5 rem ** write the first score byte to AtariVox location $3001 rem ** if the write is successful, temp1=0, else temp1=$ff rem ** rem ** We don't care about the return value, but we need to use rem ** "temp2=" to keep bB's syntax checker happy. rem ** temp2=AVoxWriteByte($30,$01,sc1) rem ** check if the write worked. If not, we won't support AtariVox... rem ** if temp1<>0 then COLUBK=$44:goto main rem ** Stick a drawscreen between your AtariVox reads/writes. Otherwise rem ** you'll use too many cycles... rem ** drawscreen rem ** read from AtariVox location $3001, and store the result in the sc3 var. rem ** if the read is successful, temp1=0, else temp1=$ff rem ** sc3=AVoxReadByte($30,$01) COLUBK=$0 drawscreen rem ** loop forever... main scorecolor=$0f drawscreen goto main rem ** include the AtariVox wrapper and driver code... asm include "bbavox-eeprom-static.asm" end
  10. Does anyone have an example of exactly how I would, for example... save the bB variable S into position $3001 using this method after including the ASM? Thank you.
  11. Does anyone have an example of exactly how I would, for example... save the bB variable S into position $3001 using this method after including the ASM? Thank you.
  12. I have no problem in including ASM and think that is a very good idea, however I have no idea how to actually use it once I have included it. Do you have an example of exactly how I would, for example... save the bB variable S into position $3001 using this method? Thank you.
  13. I'm doing a drawscreen between each byte, that should be enough time? Or do you think I need to slow down even more?
  14. Thank you, I have bB solution working on stella, just not on hardware, its driving me crazy and ive spent the day on it.
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