(Action RPG) Version 0.011 Beta
I copied over the code I've been working on to fit as much of the setup code into as few lines as possible for the vblanking. Here's what it looks like in stella. Looks the same in z26.
Sprites are fine. unlinked and all that as they should be. Haven't tested for their correct scanline yet but it should be. I still have to add code to set up the sprite's reflection (if needed) and size. (which would also adjust the sprite's coordinate for drawing with the position-a-sprite routine)
But what's bugging me is the playfield.
For the record, the routine kernel is suppose to be using the Standard Adventure-type Castle Room data. The data hasn't changed but for some reason things are messed up.
Too tired to locate the glitch now however, I'll find it in the morning. ![]()
*edits*
But because I had to confirm something for myself, I changed the test room to the No Playfield version. (Mostly used for testing screen boundaries and checking sprites out)
...
So yeah. It's pulling data in from somewhere it shouldn't be, or the wrong data is being pulled in the ram locations as it's loaded... If page boundaries can cause problems like that, then maybe that's the cause. I'll explore it more thoroughly in the morning. This time for real.
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