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EvoMikeUK

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Everything posted by EvoMikeUK

  1. Is there a difference in size etc if using an earlier build for just standard Kernel? Thank you.
  2. Latest version nice and stable
  3. I shall test and report back later :-) great work!
  4. Yes, that sorted the problem out. Well done!
  5. Kev, this Kernels a game changer for sure.
  6. How do I clear the VDELP registers please? Karl, the last build before introducing the mini kernel had perfect line ups.
  7. Ok, here is an odd one. Since installing the mini-kernel and going to a pflines = 7 solution, both the P0 and the P1 refuse to line up like they did before. Is this a bug possibly?
  8. Sweet! Looking good Karl!
  9. 2019-02-16 14-18-57.mp4 Pleased to announce we are currently working on a new Japanese-Inspired RPG for the Atari 2600. More videos to follow. Current feature set includes: Massive World Map spanning a continent. Towns with shops and Inns. Cutscenes. Full Environmental Music. Save & Load Code Feature. Full Colour Sprites, Environments and Enemies! Dialog-driven story. Level up, increase your spell and armour points! Unique and challenging dungeons! Night and day cycles. https://www.facebook.com/Generation2Games
  10. Here is the mini-kernel in action with a game I'm currently making! Attached a video. https://www.facebook.com/Generation2Games 2019-02-16 14-18-57.mp4
  11. Is this the one with Central positioning?
  12. Ok cool. I can use it as an 11 character to offset manually, however, could there be an option when you turn off the score for it to move central? Thanks again.
  13. A bit more feedback, it seems to me that the text is one character to the right as opposed to central? Attached
  14. If I am not using DPC, is there any benefit to upgrading the version? Thank you.
  15. This is a really exciting project. I am a full time software developer that uses Visual Studio all day. This would be a great move for the community.
  16. Ok, problem solved! Aww thanks guys so much, we now well and truly back in business! Now I wonder if I can push to use the extended text kernel and really go deep into this adventure. This is a real game changer!! Hats off!
  17. Actually it works the first time, but the second time I call it, it doesnt, so I guess I can only use it once? Maybe use it in a sub?
  18. Yes!!!! We are now in business it seems. Now I just need to reconfigure the whole game so far for this new amount of rows. This community is a massive help, thank you!!
  19. Great work! Wish I could get it working in my game, your example is flawless though, I'll keep trying.
  20. Hi, thanks again. No it was after set Rom size, its a 64kb RPG. Ill try again tomorrow, otherwise Ill have to just start cutting features to make the cycles. Im certain I want the text Kernel in the game so other sacrifices will have to made if I cant make pf = 7. I am throwing a LOT at the Console even before adding the text.
  21. They are most certainly in the same bank. I feel we are getting closer, but as soon as I call that /7 the screen goes crazy.
  22. It only mangles when it calls the /7 line, runs fine until it hits that line.
  23. That mangles the screen when I do that, but it does compile and run.
  24. Ok, I am including the div_mul.asm and then dividing by 7, as to ensure my game can use pf = 7 so that I can use the text kernel and not go over my cycles. This produced the error on compilation, but only then I actually try to divide by 7, not when I just include the div_mul include line. --- Unresolved Symbol List fontstyle 0000 ???? (R ) score_loop_height 1f48a ???? textscoreloop 0000 ???? (R ) SQUISH 0000 ???? (R ) div8 0000 ???? (R ) extendedtxt 0000 ???? (R ) FASTFETCH 0000 ???? (R ) scorebkcolor 0000 ???? (R ) Any ideas?
  25. Ok, excellent, I'll report back when I know more
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