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Everything posted by bfg.gamepassion
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Here screenshots of the last version. I'm implementing sound. It's a puzzle game so ... screenshot are not so sexy than an action game with multiple action level ...
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Thanks for the offset trick !! I was thinking that the compiler was optimizing such thing ... I was wrong. I don't update the whole screen, just the part who need when there is something to update. And damned, i haven't see put frame !! It's exactly the routine i need ! Thanks a lot for these advices, i will use them for Puzzli, even if the game is stable now, and near ending.
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I watched the video again and I had to pause it to see that the "glitch" was actually the "Combo 2X" message on the side of the screen. It goes by so fast that I thought it was some kind of name table update glitch. Sorry! No problem !! :) You're the second person who take the COMBO message for a glitch i think !! (The first is collectorvision and he must confirm me if it's a glitch or COMBO :) ). So i think, that 'ill move this @?!# "combo" message !! Thanks for the feedback !
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Ah! Yellow fishies! Those are indeed weird little graphical glitches... Do you get the same glitches on real hardware? I can't test on real hardware ... I'm coding this first coleco game "blind". CollectorVision team help me debugging on real hardware. I can't see "glitches" on the video. Are you talking about fish "blinking" when there moving or something else ?
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(Je pense que vous savez lire le Français d'après votre blog donc je vais faire une version Anglaise comme je peux et une Française ). English Version Thanks for the explication ... But you say : "-or- during a short period of time right after the NMI interruption" and "or put your update VRAM codes in NMI routine to be safe". I understand that. Here for example a portion of my code : for (x=0;x<6;x++) for (y=0;y<9;y++) { show_object(3+(x*3),5+(y*2),laMer_poisson[x][y]); // Use put_char } If i put this portion of code in the NMI and this one is too long to "execute", can't it crash the program ? Français : Merci pour les explications. Mais j'ai quelques porblème de compréhension. SI je mets du code dans le NMI() celui ci doit s'executer rapidement non ? Du moins avant la prochaine interruption ? Ce code : for (x=0;x<6;x++) for (y=0;y<9;y++) { show_object(3+(x*3),5+(y*2),laMer_poisson[x][y]); // utilise put_char } ne s'execute pas je pense en 1/50 ou 1/60 de seconde, ou alors je mélange tout ? Merci d'avance !!
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Current WIP : http://gamepassion.over-blog.com/article-puzzli-coleco-nightly-build-27-02-2011-68172768.html
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Thanks, it seems that it's not good to use disable/enable to "fast" ... But in my C code if i don't user nmi, can i disable it and never use it without crash ?
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Hi ! I'm here
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Hi, i'm the code of Puzzli. The last version that i've compiler crash randomly on BlueMsx, or do some graphic glitch but always randomly. I've checked all my code and can't see why for the moment. I'm wondering if it may come from the command enable_nmi()/disable_nmi() from Daniel Bienvenu library. What the better thing to do : void nmi() {} // for puzzli [...] for (x=0;x<...;x++) for (y=0;y<...;y++) { disable_nmi(); put_char(...,...,...); enable_nmi(); } OR disable_nmi(); for (x=0;x<...;x++) for (y=0;y<...;y++) { put_char(...,...,...); } enable_nmi(); Is there recommandation to use these command ? Thanks a lot !
