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Blog Comments posted by Karl G
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12 minutes ago, Thomas Jentzsch said:
Or just don't buy a MacBook.
Thaaaaanks.
See above though; my replacement is not going to be another MacBook.
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You can't have two minikernels in the same project, and even if the two were hacked together, it would end up using too many display lines. The text minikernel uses a lot already on its own, which is why I have an option to make the score use less lines to compensate. If you are going to use the text minikernel, I would stick with pfscore bars for lives, since this does not add further to the visible lines.
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Hi Lewis!
This minikernel wasn't designed with Multisprite in mind, but I did a quick modification to it and to your example source to get it to work. I'm using the color and graphics from the player1 virtual sprite in this example. I moved the include to the last bank where minikernels need to reside as well. Let me know if this is what you are needing.
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Yeah, the city maps could be compressed quite a bit with either of these methods, I think, but running out of cycles would be an issue. It's further complicated by the fact that I'm only reading the currently-visible portion of a larger map into 84 bytes of RAM, fill in the potion off the map with a fill character, and then run the visibility code to blank out non-visible tiles all before the next visible screen. I'll definitely revisit how I do this to see if it would be feasible if I run out of ROM space, though.
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That does sound like a useful trick. I can figure it out with the debugger, but having a visual would sometimes be handy.
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This is quite handy! Thanks for sharing it.
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On social media, I've posed the question: "If you were transported in time to 100 years ago, what do you understand well enough to reinvent?". My answer was "not much", unfortunately. The book does indeed sound fascinating!
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Ahh okay; it was just a case of me misunderstanding the context. Thanks!
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Just a FYI - "This is because I've modified Vertical Sync to turn on SCORE mode". I think you meant to say CTRLPF here.
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I get most of the code, but now why bne in this line stops when y=0. How do you tell it what bank to look at?
bne minikernelloop ; goto minikernelloop unless the Y register now contains 0
The next lesson will cover common assembly commands such as this one, but the short answer is that the "BNE" command is looking at the zero flag. The zero flag is set when the result of an operation is zero. This doesn't get set until Y reaches zero. Until then, it goes back to the beginning of the loop.
As far as bankswitching goes, this returns to the code in the same bank from when it was called. That is why minikernels need to be in the last bank in a bankswitched bB project - bB puts the display kernel in the last bank, so the minikernel code that is called needs to be there, too.
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it says "Sorry, you don't have permission for that!"
I may have fixed it. Could you try again, please?
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The download doesn't work.
Do you mean cannons.bas? It worked for me when I just tried. What happens when you try?
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Thanks! The first lesson is now posted.
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It honestly never occurred to me to ask the developers to add the feature. Since I paid for it, it wouldn't hurt to try, at least.
I may give jEdit a try, despite my resistance to change. Is it possible to open a file with a terminal command, opening it a running instance of the editor? That may be what I like best about BBEdit.
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That's awesome! I wish I could get bbedit to do the same.
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Question: do you have plans to support a kernel that will include a "score" option of your 32 character text display? This would open up a lot of possibilities in terms of the types of games that could be created.
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Awesome! I am likely to be an early tester/adopter when you have something that is ready for others to try.
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More Demos and Movement
in Programming Journey
A blog by arwanderer in General
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Post your code, and maybe someone will be able to spot the error?