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fultonbot

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Everything posted by fultonbot

  1. I'm seeing an issue that only appears when I change my code from using 128KBANKRAM to 128KRAM With 128KBANKRAM my plotchars look like this: But with 128KRAM they don't display Obviously there there are myriad reasons why this might be happening. The config for the game looks like this: set zoneheight 16 displaymode 160A set plotvalueonscreen on set romsize 128kBANKRAM set dlmemory $4000 $7FFF BACKGRND=$00 changecontrol 0 2buttonjoy characterset font alphachars '0123456789abcdefghijklmnopqrstuvwxyz>`?!/.,-_()[]&AB ' This is defined outside of ROM bank1, I was pretty sure these settings are independent of the ROM bank after they have been set in RAM, but maybe not? The title screen code is inside ROM bank1. font.png loaded is loaded into ROM bank8 moving font.png to bank1 doesn't appear to make a difference. When compiled, the only difference I can see from the output is some tine from free-ROM soace chagnes in several banks: working: stack allowance: 19 nested subroutines. the canary is situated at: $1c3 7067 bytes of ROM space left in the main area of bank 1. 2628 bytes of ROM space left in the main area of bank 2. 15504 bytes of ROM space left in the main area of bank 5. 16166 bytes of ROM space left in the main area of bank 6. hiscore assembly: 1670 bytes 5035 bytes of ROM space left in the main area of bank 7. 8029 bytes of ROM space left in the main area of bank 8. $4000 to $7fff used as zone memory, allowing 136 display objects per zone. 1680 bytes left in the 7800basic reserved area. Not working: stack allowance: 19 nested subroutines. the canary is situated at: $1c3 7091 bytes of ROM space left in the main area of bank 1. 2682 bytes of ROM space left in the main area of bank 2. 15504 bytes of ROM space left in the main area of bank 5. 16166 bytes of ROM space left in the main area of bank 6. hiscore assembly: 1670 bytes 5059 bytes of ROM space left in the main area of bank 7. 8029 bytes of ROM space left in the main area of bank 8. $4000 to $7fff used as zone memory, allowing 136 display objects per zone. 1686 bytes left in the 7800basic reserved area. That's all I can find. Any pointers in the right direction would be helpful. 128kbankram_working.log 128kram_notworking.log
  2. Please add an award for "most games started but none finished" so I can finally win something.
  3. I like the space debris angle a lot. I thinking of limiting the angles at which the enemies arrive to make the first levels easier. With such basic game-play, there is a lot of room for graphics and sounds. could be cool with some really pumping POKEY music.
  4. Thanks, yeah, I have bunch of ideas for upgrades (shoot health, or right button beam to grab health) , maybe try to get 16 rotations instead of 8, etc. Any feedback on ideas would be appreciated. The jack-lanterns with probably be replaced. Maybe I'll make it like Megamania where all sorts of weird stuff shows-up that you need to destroy.
  5. Last version of this before I return to finish Number Crusher. Added small jack-o-lanterns that are created when you shoot large ones. Limited shots and enemies to control slow-down, optimized some (but not all) of the collision detection. https://raz0red.github.io/js7800/?cart=https://intotheverticalblank.com/downloads/laststand.bas.a78 laststand.bas.a78 laststand.bas.bin
  6. @RevEng Thanks!! That cleared it up. I'll use 128KRAM for my stuff now,
  7. So you can bank switch both ROM and RAM? I thought 128KBANKRAM was 8 banks of 16k-ROM (#8 always available, the test switched) plus 16K extra addressable RAM above the original 4K? I read this: "The formats with BANKRAM on the end of the name provide 2 banks of 16k RAM from $4000-$7fff. You may switch the active RAM bank with the loadrambank command." Is that 2 banks, one starting at $4000 (bank1) and one starting at $7FFF (bank2) Does this mean that when I do this " set dlmemory $4000 $7fff" that uses up bank1, but I could also switch bank2 and store some things there as well? Does 128KRAM still let me use the extra 16KRAM for the display list?
  8. You mean because I don't bank switch ? Since I copied the Number Crusher code-based an modified it for this (believe it not, most of the collision detection still worked, unedited) I still use bank 8 for graphics. Would it work better if I tried to remove bank-switching for now? What is [email protected] the equivalent to in 7800 Basic? I uploaded my lasted so it can be played online now: https://raz0red.github.io/js7800/?cart=https://intotheverticalblank.com/downloads/laststand.bas.a78
  9. I kinda pushed the number of shots just to see what I could get. I was seeing if there was a positive reaction before I cluttered up the forum with a topic. The very I posted first was not exported with "set romsize 128kBANKRAM". Should have extradlmemory now.
  10. Does JS7800 support " set romsize 128kBANKRAM"? This one is set to the above: laststand.bas.a78 laststand.bas.bin
  11. Decided to make a "Halloween" demo yesterday. The result is the beginning of an "reverse star castle" game named "Last Stand : Halloween". Just the basics done so far. A nice little break from Number Crusher, but I need to get back to it now. laststand.bas.a78 laststand.bas.bin
  12. New Halloween episode: S3:E22: Haunted House and the top 27 Scary Things For Atari Fans Plus you can also check out last year's Halloween episode which includes some very real (to us) ghost stories: S2:E13: Mind Games And The Haunting of the Vertical Blank
  13. I'm not sure exactly how to read this, but looks like the $.25 Atari Token dropped to $.16 after one day? https://ataritokens.com/myportal/home That doesn't seem like good thing.
  14. I just have to say, looking at this forum and seeing all the 7800 games in development is amazing. So many unique and awesome ideas and games. I having fun making stuff myself too. 7800 development has pulled me out of an eight year "code-writers-block" and now I'm back programming for fun again. It's obvious that 7800 never got a fair-shake when it was first released. If Atari Corp. had 1/10 the passion of all the people making games here, the 7800 could have been a monster. Keep up the good work everyone.
  15. FYI: Playable demo with next video. Target next weekend. I have to implement end game first.
  16. Added missile shooting and started a bonus level this weekend. I have to say, shooting the missiles at those damned red cars is quite satisfying.
  17. Yes! Exactly. Also trying to be true to the source of Street Racer that used very wide sprites.
  18. Updated video #3. I'm think I'm "over the hump" architecture-wise. A lot of my temporary code has been refactored into something more sustainable Levels are now all generated from data stored in a ROM bank. Temp boss. Temp sounds.
  19. I've tried to order it, but I can't get the Venmo to work.
  20. Very cool. Now how do I tell my wife we will be selling the ToyShock one and replacing it with this?
  21. Cool. All Gottlieb games for now? One day it would be cool to see an "Atari Pinball" pack.
  22. Micro-targeting Urban Outfitters are we?
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