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TwentySixHundred

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Posts posted by TwentySixHundred


  1. Yeah same deal, i had just done a fresh install and included the bios and rom folders before initial first boot. The XM module still boots into the empty cart phase however crashes when trying to boot the ROM.

     

    Yeah the crash is straight to desktop without an error message so it acts like incompatibility would. Standard console boots fine with retail ROMs and homebrew projects. It's just XM that crashes on boot and it doesn't even get to display the bios fuji logo. It crashes A7800 instantly after selecting the ROM.


  2. So when trying to launch using XM expansion im getting an error message saying "the selected software is missing one or two files" (a7800 v4.0). Im guessing i would need to download the XM puggin software but can't find any links. Then when changing the extension to "a7800 a7800 -cart1 xm -cart2 sounds.bas.a78" the ROM boots fine from ADS however still no pokey sound. There is probably something im doing wrong as it's not the first time i have had missing files issues with MAME in this case (a7800).


  3. Thanks Mike yeah you're correct i wasn't expecting to hear it's actually working. Very strange that it works with a7800 when not bankswitching yet doesn't when using bankswitching. Hopefully this issue gets rectified on a later update of a7800 down the line. I will try the XM pluggin and see how things go or just drop pokey all together for that project. Im guessing MAME never supported pokey with bankswitching (supergames). Cheers for having a look, much appreciated 👍


  4. Ok so an update, pokey whilst bankswitching still has me stumped. I have even created a program that's stripped of everything other then sounds alone to see what's going on. Still no dice, yet works fine when not bankswitching, anyway if the offer to have a look is still on the table that would be great 👍

    Sounds.7z


  5. Spoiler

    Few play throughs and have no idea how to deactivate the three electrical/plasma "arcs"? Im still trying to work that out or is that the end of the demo?

     

    Anyway as for difficulty it's fine after getting some practice IMO, although the start is very hard for a novice. Not sure of your plans and just a suggestion maybe there could be a tutorial level at the beginning or home base screen that's super easy. Other then that it's not really a big deal after getting the feel for it.

     

    Spoiler

    Down side with the demo is i want more game to play through :) or maybe there is and i need to work out how to deactivate those plasma arcs 👍

     

    • Like 2

  6. 25 minutes ago, RevEng said:

    Ok, if you want a hand working it out, feel free to shoot me a PM with a zip.

    Thanks, i may very well end up taking that offer. I will give myself a day or so as it's good learning practice 👍

    • Like 2

  7. It's probably something im doing wrong however it works without bank switching.

     

    so i have been setting the kernel "set pokeysupport on" at the start of the program where i set the region and doublewidth ect. Then use psound 0,rpm,10,10 within the main loop and the variable rpm is what controls the frequency.

     

    I have tried moving the "set pokeysupport on" to the current bank in use that hasn't worked either. I have also made sure when initializing the kernel settings at the start of ROM that the ROM size is first to be declared.

     

    As for compiling there is no errors and does show pokeysound in the output log. See spoiler

    Spoiler
    Starting build of testdrive_bankswitched.bas...
    7800basic v0.10 Jun 15 2020 23:49:10
     
    *** (): INFO, bank #2, GFX Block #0 starts @ $A000
            playercar playercar_tallsprite_00 cityskyline
            cityskyline_tallsprite_00 cityskyline2
            cityskyline2_tallsprite_00 cityskyline3
            cityskyline3_tallsprite_00 traffic1large
            traffic1large_tallsprite_00 traffic2large
            traffic2large_tallsprite_00
    *** (): INFO, bank #2, GFX block #0 has 2560 bytes left (160 x 16 bytes)
     
    *** (): INFO, bank #2, DMA hole #0 starts @ $B000
            no code defined for DMA hole
     
    *** (): INFO, bank #8, GFX Block #0 starts @ $E000
            tileset_blanks tileset_track roadline1 roadline2 cloud1 cloud2
            cloud3 traffic1small traffic1med traffic2small traffic2med tree1
            gearN gear1 gear2 gear3 gear4 gear5
    *** (): INFO, bank #8, GFX block #0 has 2432 bytes left (152 x 16 bytes)
     
    7800basic compilation complete.
     
    User-defined 7800.asm found in current directory
     
       15966 bytes of ROM space left in the main area of bank 1.
       4566 bytes of ROM space left in the main area of bank 2.
       16383 bytes of ROM space left in the main area of bank 3.
       16383 bytes of ROM space left in the main area of bank 4.
       16383 bytes of ROM space left in the main area of bank 5.
       16383 bytes of ROM space left in the main area of bank 6.
       16383 bytes of ROM space left in the main area of bank 7.
       8192 bytes of ROM space left in the main area of bank 8.
       pokeysound assembly:  326  bytes
         $1880 to $1fff used as zone memory, allowing 31 display objects per zone.
         2093 bytes left in the 7800basic reserved area.
     
    Complete.
     
    Read $C000 bytes of cartridge data.
    Car
    tridge hash area is from $F000 to $FFFF.
    Cartridge signature for 'c:\Anthony\Batari Basic Homebrew\Visual Studio\7800 Homebrew\Games\Testdrive Bankswitched\testdrive_bankswitched.bas.bin' appears to be empty.
    Encrypting... 00
     01
     02
     03
     success!
     
    A valid cartridge signature is:
    04 ca e0 6d 0e 30 
    11 8f  47 71 2c 83 da e2 1e 9f
    12 b2 d9 35 d0 d1 91 a8  2b 40 fe 8b 44 30 97 93
    cc 09 66 06 68 7a 06 bf  c4 b8 4b 21 41 0e 0c f4
    8d 68 48 fd 10 68 18 ef  8e 3d cf 8c ed e0 39 08
    36 eb b9 4c 9e 94 2b 4c  1b 80 47 8a c3 7e b6 a5
    35 be 4b 50 b8 d9 9e fd  1c 26 82 6b 9a 44 28 29
    44 b5 c5 22 e4 6e 06 67  4d 6d cd 57 52 e4 dc 0f
    91 79 b7 35 e5 0a 07 38
     
    Wrote back 120 bytes to 'c:\Anthony\Batari Basic Homebrew\Visual Studio\7800 Homebrew\Game
    s\Testdrive Bankswitched\testdrive_bankswitched.bas.bin'.
     
    7800header 0.10 Jun 15 2020 23:49:14
      opened parameter file a78info.cfg
     
    '7800makecc2' is not recognized as an internal or external command,
    operable program or batch file.
     
    Verifying compiled file(s)...
    Cleaning up files generated during compilation...
    Moving compiled file(s) to 'bin' folder...
    Moving debugger file(s) to 'bin' folder...
     
    Launching A7800 emulator...
    Average speed: 100.06% (2 seconds)

     

    It all looks good for pokey as far as i know which leads me to think there is something going on in my code. The variable "rpm" seems to be working fine as it also controls other conditions that are working fine. I will keep plugging away and probably have a eureka moment lol


  8. That done the trick and i could still keep includes 16x16 or less in the last bank. Only downside is the loss of ROM space, it's really chewed out a chunk of space leaving very little remaining. All good though atleast i know what's going on now, cheers for the help guys 👍

     

    Edit: Also i have noticed pokeysupport is not setting with bankswitching, there could be something im missing though

    • Like 1

  9. Thanks Mike, your assumption is correct the 'incgraphic' sprites are all in the last bank (persistent). Changing the ROM size made no change either so im yet to try including before ploting the sprite. All the other sprites work fine it's just the tallsprites, im guessing tallsprite has this limitation when bankswitching (unless included within the bank). I will see how things go later today by throwing them in the same bank where plotspspite is called, cheers 👍


  10. Ok so a follow up i have changed one my programs over to bankswitching and everything works fine except for my large sprites. They seem to be cut in half when using bankswitching. They were fine before but now they only show the top half of the 32x32 sprites. Wondering if you guys might know why this is the case? I have read that sprites are limited to 32x16 so in order to make 32x32 you need to use two sprites. What im not understanding is why the program will display 32x32 when not bankswitching.


  11. Brilliant, had a feeling that was the case, yeah just making sure i have a full understanding of all the possible options. Exactly what i was thinking and im sure that extra RAM would come in handy with certain applications, however for the moment im happy to play around with console RAM 👍


  12. Thanks guys that summed it up, makes alot more sense now. Great to know i could use 512k if really wanting too or opt out for 144k with two persistent banks for the sacrifice of extra RAM. That means i can use the 1,535 of extra RAM at the $2200 - $2735 address locations without any dramas when using 144k ROM size? Im assuming it only effects the additional cart RAM.


  13. Hi guys some novice questions about bankswitching and ROM sizes. Was having a dig around for more information however haven't found what im after as of yet (i think anyway).

     

    ROM sizes: So from what im understanding 128k was the limit until needing extra hardware and 48k was the limit without bankswitching. Also what is the advantages other then extra ROM for 144k over 128k? Is it just a better idea to go for the extra ROM at 144k?

     

    Bankswitching: Why is the limit of each bank reduced to 16k rather then 48k or 32k as that's the largest ROM size that doesn't need bankswitching? Also when it comes to bankswitching i read you don't need the incgraphic in the current bank to plot the sprite or maptiles? For some reason when i try this it displays a blank screen yet if i duplicate the incgraphic everything works fine.


  14. batari Basic is what got my feet wet with programing and without it i probably wouldn't have been able to complete my life long dream of creating a 2600 game (well several now). Maybe i would have kept trying with assembler however the basic language just sits well with me and is a comfortable environment. Now with learning 7800basic and having all these resources im kind of overwhelmed with the possibilities. Thanks to everyone that puts in the hardyards maintaining these languages for us. Both bB and 7800basic are perfect for my needs and much appreciated 👍

    • Like 2

  15. Yeah i talked the wife into playing the game with me lol. Both ideas sound great to me, wrapping tunnels adds an extra element of strategy to the game. Pinball like bumpers will realy make the player feel helpless for that brief moment raising their anxiety about taking another hit.

     

    Personally i was thinking and im not sure what resources you have left or would like to go the route. However fuel/energy tanks for the thrusters where each player has their own tank of fuel. Maybe even random refill spawns to mix it up, as it could make for some interesting defensive play strategies. So the player that conserves fuel playing defensive could take the win so to speak. Rather then running out of fuel completely the aggressors thrusters become weaker on low fuel allowing them to salvage more fuel from a near-by spawn.

     

    Just a suggestion i thought you may like

    • Like 1

  16. Im a bit slow to the party (parenting can be hectic) anyway got the chance to give this game a whirl. As many have been saying i too really liking the mechanics you have going here. Takes a bit of practice although not hard to get the feel for it. I would like to leave feedback however can't find anything nick pick about so it's looking good in my eyes 👍

    • Thanks 1
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