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SlidellMan

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Posts posted by SlidellMan


  1. I'm currently rewriting my source file. In case anyone is wondering, I based the firing routine off of the one in the 7800Basic manual.

     

    Update: Now I'm getting an assembly error.

    --- Unresolved Symbol List
    BREAKPROTECTOFF          0000 ????         (R )
    player                   0000 ????         (R )
     
       stack allowance: 30 nested subroutines.
       the canary is situated at: $1c1
       28631 bytes of ROM space left in the main area.
                 514 bytes of ROM space left in DMA hole 0.
                 581 bytes of ROM space left in DMA hole 1.
                 395 bytes of ROM space left in DMA hole 2.
         $1880 to $1fff used as zone memory, allowing 15 display objects per zone.
         2310 bytes left in the 7800basic reserved area.
     
    Fatal assembly error: Source is not resolvable.

  2. Time for another update, but this time, I have implemented @mksmith's Read Controller routines. However, I still need to rewrite my shooting routine.

    The current one:

        if joy0up && joyposup=-2 then gosub SetBulletHome
        if joy0down && joyposdown=-2 then gosub SetBulletHome
        if joy0up && joyposleft=-2 then gosub SetBulletHome
        if joy0down && joyposright=-2 then gosub SetBulletHome
        if joy0up && joyposup=-2 then gosub SetLaserHome
        if joy0down && joyposdown=-2 then gosub SetLaserHome
        if joy0up && joyposleft=-2 then gosub SetLaserHome
        if joy0down && joyposright=-2 then gosub SetLaserHome
        if joy0up then playerY=playerY-1:joyposup=1:joyposdown=0:joyposleft=0:joyposright=0
        if joy0down then playerY=playerY+1:joyposup=0:joyposdown=1:joyposleft=0:joyposright=0
        if joy0left then playerX=playerX-1:joyposup=0:joyposdown=0:joyposleft=1:joyposright=0
        if joy0right then playerX=playerX+1:joyposup=0:joyposdown=0:joyposleft=0:joyposright=1
        if joy0fire && joyposup=1 then bulletY=bulletY-5 : playsfx sfx_pulsecannon
        if joy0fire && joyposdown=1 then bulletY=bulletY-5 : playsfx sfx_pulsecannon
        if joy0fire && joyposleft=1 then bulletY=bulletY-5 : playsfx sfx_pulsecannon
        if joy0fire && joyposright=1 then bulletY=bulletY-5 : playsfx sfx_pulsecannon
        if !joy0fire then bulletX=playerX+2:bulletY=playerY-8 

    As it currently stands, upon pressing the button, it heads back to the front of the ship. When held, it loops across the screen. I have also run into a sound effect bug.

    New_VerticalShooter_Test_controller_check.78b.a78 New_VerticalShooter_Test_controller_check.78b.bin Vertical Shooter 1-23-2021.zip

    Update: Now I get a ROM that crashes when I use the current code, and errors when I switch to the new routines.

    To be succinct, I am baffled as to how to fix it.

    New_VerticalShooter_Test_controller_check.78b

    • Like 3

  3. Hey, congratulations on getting nominated. By the way, I see where you were coming from on doing that side project. Truth be told, I had to take time off of Heofonfir by working on another engine in 7800Basic and making music.

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