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(Action RPG) Version 0.009 Beta

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Mord

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Still ironing out bugs but it's starting to take shape somewhat. Sorta. :ponder:

 

post-1188-1069096234_thumb.jpg

 

This is what happens when you forget to actually copy your new display code into the source. :P

 

So I copy it over again and fix the remaining label bugs and the like and I get:

 

post-1188-1069096235_thumb.jpg

 

I didn't alter my Playfield data for the double-scanline kernel. As a result, stretched vertically.

 

When in and changed all "F" sized zones to "8" sized zones. to fix the stretch. Edited colors and made sure the BGCOLOR was being set. (that was omitted in init2.)

 

 

 

Items are not showing however! I also had to add proper vertical delay decisions.

 

However, after adding that, there's still no change. Since that's the part that rely on skipdraw I must be using it incorrectly. Time to re-examine exactly what it's doing.. :|

 

*update*

 

For now, I decided to get the ball working. I knew that wasn't working simply because I had it turned off and it wasn't set to position itself yet. Now the problem with that is that there wasn't really any time to turn the ball on in the kernel itself without hacking something. (A potential option.) So I thought I'd just turn it on in the line above it!

 

290s_d6a.pdf.zip

 

Bad idea as you can see from the discolored portion of it sticking out over the top. (That portion is actually still in the StatusBar, or more accurately, the buffer between the two.)

 

So why don't I turn on it's VDEL I said! Surely that'll turn it on in the next scanline right?!

 

Apparently not...

 

post-1158-1059332904.jpg

 

So... That means I don't really know what triggers the VDEL on the ball. I was -not- expecting it to trigger that late into the screen. Asking in the programming forum for clarification on what triggers it. :|

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I answered in the programming forum, but I'll answer here also:

 

writing GRP1 triggers the ball when VDELBL is set. ;)

 

A quick look at the code verifies it too. :D I'm going to need to alter some things in the scanline again it seems although I started to realize the need for that a while ago. :) Of course with the modifications to the PFColor alteration the registers were no longer fighting so it shouldn't be hard to do.

 

Now if I can only figure out exactly how skipdraw is working. I thought I understood it, but the lack of the test sprite images displaying proves me wrong.

 

*edit*

 

And looking briefly at the code, it appears I am missing writes to GRP0 and GRP1. I had modified them for fitting the writes into HBlank, but then afterwards removed it so it was in the visible screen again. At least it means there will be fewer edits to make when I move the GRPx's back into HBLANK tonight. ;)

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