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Everything posted by bjbest60
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Thanks for the reply. Kind of a bummer, but it's pretty much what I figured. Thanks for some alternate possibilities. This is my first game with bB, so I'm definitely learning about what works well and doesn't. I'll live with the flicker for this one. (Hope to have a beta version out reasonably soon.) I've already got ideas for new games that work with the constraints!
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Hello all, I'm wondering if there are any clever workarounds to the flicker that occurs when two virtual sprites overlap in the DPC+ kernel. For some parts of my game, I have the sprites on separate rows, so that's not a problem. But on several stages, the player (player0) needs to touch a goal sprite (player2) that's fixed in position while player1, an enemy, can chase player0 all over the playfield. So inevitably player1 and player2 will overlap at times. I tried alternating drawing player1 and player2 each frame, but that only induced a perma-flicker. (Is that what bB is doing to make the flicker in the first place?) My guess is that there's no way around this, but I thought I'd ask. Thanks for any advice!
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Yes, that works, thank you so much! Today I was writing asm that looked similar to that, but I couldn't quite get there. It now makes complete sense. With some finagling, I've got four separate "title" screens (one actual title screen, a between-level screen, a game-over screen, and a "you win!" screen, each unique and with at least a bit of graphical interest) crammed into the bank with about one hundred bytes free.
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Hello all, I'm trying to find a workaround to being able to display more than one title screen. I've read through this thread and some others, and haven't quite gotten there. My thought is to use if statements within titlescreen_layout.asm in order to control which drawing kernels are displayed. Here's what I've got: ; To use a minikernel, just list it below. They'll be drawn on the screen in ; in the order they were listed. ; ; If a minikernel isn't listed, it won't be compiled into your program, and ; it won't use any rom space. include "titlescreen/title_switch.asm" MAC titlescreenlayout if titleswitch = 0 draw_96x2_1 draw_48x1_1 endif if titleswitch = 1 draw_48x1_2 endif if titleswitch = 2 draw_96x2_2 draw_gameselect endif ENDM ; minikernel choices are: ; ; draw_48x1_1, draw_48x1_2, draw_48x1_3 ; The first, second, and third 48-wide single-line bitmap minikernels ; ; draw_48x2_1, draw_48x2_2, draw_48x2_3 ; The first, second, and third 48-wide double-line bitmap minikernels ; ; draw_96x2_1, draw_96x2_2, draw_96x2_3 ; The first, second, and third 96-wide double-line bitmap minikernels ; ; draw_gameselect ; The game selection display minikernel ; ; draw_score My problem is passing the titleswitch variable to this .asm. I don't understand ASM very well, so I created titleswitch.asm to define a variable I could access through bB. The code is directly stolen from titlescreen_color.asm. ifnconst titleswitch titleswitch endif .byte 0 So, this code works as intended if I directly type: dim titleswitch = 0 into bB (or = 1, or = 2, as the layout code indicates). But of course, you can't change a dim statement, and I couldn't get def to work. However, as soon as I try to assign titleswitch to a letter variable in bB and then use titleswitch = 0 (or = 1, or = 2), I get nothing on my titlescreen. I feel like I'm really close to getting this, but as I said, I don't understand ASM very well. I'd really appreciate any help. Thanks!
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I'd utterly misidentified the issue. The error arose from "Unable to open '2600basic_variable_redefs.h'", which was due to bad code on my end. Sorry for the post. Thanks.
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Hello everyone, I'm relatively new to bB, but am developing a DPC+ game. Upon compiling, my free RAM is 0, and any additional work with variables is halted because of this. My code is messy, but contains a procedurally generated playfield and nine sprites. I haven't yet used all the variables a-z. (I'm up to about q right now.) Are there general practices that would help free up RAM, such as fewer variables, fewer sprites, etc.? I'm just not sure what I can free up in the standard RAM (and perhaps push into the stack?). Thanks very much for any advice!
