(Action RPG) Version 0.009 Beta
Still ironing out bugs but it's starting to take shape somewhat. Sorta.
This is what happens when you forget to actually copy your new display code into the source. ![]()
So I copy it over again and fix the remaining label bugs and the like and I get:
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!
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...
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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