Jump to content

PacManPlus

Members
  • Posts

    6,077
  • Joined

  • Days Won

    35

PacManPlus last won the day on June 29 2023

PacManPlus had the most liked content!

About PacManPlus

  • Birthday July 29

Contact / Social Media

Profile Information

  • Custom Status
    Atari 7800 & NES Developer
  • Gender
    Male
  • Location
    Florida

Recent Profile Visitors

85,007 profile views

PacManPlus's Achievements

Quadrunner

Quadrunner (9/9)

9.8k

Reputation

  1. Ok, so someone just gave me this idea in a passing thought: Do what Atari/GCC did with Xevious: Just run the display off the bottom of the screen. THIS is the one that actually works for me. I've already applied it, and it seems to work wonderfully! I've added extra 'null' scanlines at the top (as I see they did the same thing), so I have 216 display lines that run *just* beyond the bottom visual area of the screen. No worrying about adjusting the bottom zone, no overrunning Maria (which I couldn't get to work )... I *love* this idea. If it ends up working well (and someone doesn't think of any "gotchas", this is what I'm going with. Just wanted to put that here as another alternative. Thanks guys!
  2. Yeah - I have to preserve the palettes each line is using as well as they change depending on the terrain, so I would have had to move the object addresses and the Palette/Length byte. It seemed to be just easier to move the pointers (If I'm doing something wrong, let me know). That's actually an interesting idea... I like that Thank you; I'm going to give that a shot.
  3. I have to figure that out, because I have kind of a 'hybrid' DL build; the Character Mode is static, and the sprites are dynamically built. Originally, I was *going* to put those 20 bytes in front of each line (I'm trying to get my 'loader' routine as fast as possible)... and make them all 1 byte in width and then just modify the width of the 4 objects in the last zone, but I think that would still take up too much Maria time. If the 20 bytes are inserted in front of the last zone, I now have to remove them when they aren't in the last zone (because the character mode bytes are static)... I don't know... I'll have to figure something out... Thanks, RevEng!
  4. If I'm understanding this correctly, it works best/only if you are using sprites as tiles. If you are actually using character mode (and have it anchored at the beginning of the DL as to be under everything else), it becomes problematic and doesn't seem to work as expected... I'm running into this now with something I'm working on. It looks like I *have* to use the 'adjust the bottom zone' method as I am using 32 DLs that I am 'scrolling' through, and I need to use character mode to scroll over a landscape. The DLL itself is 26 zones high for the visible screen, and I'm using 32 to wrap around so I can 'AND #$1F' the top zone when I add 1 and work my way down.
  5. Thank you Trebor, I was just coming here to link to your video and explain.
  6. That is a thing of beauty
  7. If it were that price here in the States I'd pick up another one just for backup... My current one is in storage at the moment...
  8. Oh not at all! (Thank you) I just wanted to explain why it was done that way. 😊
  9. Hey Guys: The reason for this is because I was well into the development of the game (actually basically finished) when I was asked to take into account multiple button layouts. Thinking people would be used to the 'Super Mario Bros' layout, that was the default I went with. What I found was people not understanding how the controls worked, and getting quite a few requests to change it. First it was the button arrangement (A to jump, B to run/shoot -> B to Jump, A to run/shoot)... and then a few requests to make the CX-40 work with the game (Up for Jump, button to fire/run). So I was basically trying to please everyone by adding all of these options via the difficulty switches, as I really didn't want to change more than I had to. The difficulty switch positions are described in the manual. Thanks! Bob
  10. Nice! I used Dynamic DL creation in ReZolve (I promise to finish that at some point)... But I will look this over. Always open to new suggestions... to learning a more efficient way of doing things. Thank you!
  11. Thanks guys! Yeah, that was just a 'starting point' for me; I took an existing game and made it scroll, as I knew that would be the first thing that needed to be done. I'll take a look at the DMA masking as well; I need to get back up to speed with everything. It's so true: if you don't use it, you lose it.
  12. Oof. Three '$1C'-Wide objects and two '$1F'-Wide shots are all there's time for before the scrolling starts to screw up. That's not enough for what will be going on in this screen. 😕 I need to figure something out here.
×
×
  • Create New...