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(Action RPG) Getting there.

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Mord

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Now at Version 0.009 Beta 2. Beta 1 I'll release a bit later when I have more time (Going to bed!) this is just a screen shot of what the new display kernal is capable of. I'm surprised I got it working to this point from the initial stab at it this morning, there wasn't recognizable object displayed at first besides the status bar!

 

There's still a problem with the bottom of the screen's boundary clipping. I can have the player touch and press against it, and it won't cause a problem, but for some reason the scanline right above it is causing problems and making the screen roll. I'll have a full debugging list tomorrow morning before I continue. ;)

 

 

*edit* Shortly after posting this, I managed to stop the rolling. However now occationally the bottom of the screen stops drawing one scanline too soon when the player is on the (I believe) second last line from teh bottom. The screen pretty much rushes up to meet you, but backs off as you go that one step further. It doesn't seem to always trigger, probably from the speed code allowing you to jump over it. I'm looking at how to fix it, but at the same time if I can't, it might not be such a big deal. In the game itself, odds are you'll jump right through to the next screen connected to it. I only notice it right now because I can repeatedly bash the square against the bottom without causing the screen to change.

 

Adding a binary of the modified beta 2. screenshot still applies. it just doesn't roll anymore. (or shouldn't!)

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How come you are changing the background color every line or so? Is that really going to be useful for a game? I'd think that kernel time could be put to better use. :ponder:

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How come you are changing the background color every line or so? Is that really going to be useful for a game? I'd think that kernel time could be put to better use. :ponder:

 

At present it's more just to show I can I guess, although I can see instances where it can be used. With just a couple letters changed I can have that changed to playfield changing color for instance. I've also been finding it useful for finding timing problems. The debugger is also useful for finding those as well of course but I've been finding it faster just seeing the lagging color updates and from there diving into the code.

 

All that needs to be added in to the kernal right now is setting the ball and updating sprites graphics/color. If I can get all those things in as it is with the background changing like that, I'd be mightily impressed. If I end up seeing there's absolutely no time for it however, the background changing would be the first thing to go/become restricted. :lol:

 

What can I say? I'm still learning this stuff. I've had a good idea how the hardware works for years now, but I'm seeing more and more of the ... quirks as I go. I'm one of those that probably have to learn the hardway. :D

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