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jwierer

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Everything posted by jwierer

  1. You still have to clear the entire board to advance to the next level, my score is now just a little higher than before possible. -Jeff
  2. Using the latest binary, phantom dots are gone! but... now there are extra dots -Jeff
  3. Did you post an updated binary? I'll test it at home. Thanks, Jeff
  4. I'll see if I can create a cart that does it again so I can repeat that error this weekend. -Jeff
  5. I've since replaced the ram in my cart, but on at least one occasion I hit reset, played the first 3 levels fine, and got phantom dots on the 4th level. It wasn't repeatable, but you might want to try going through a few games and see if happens for anybody else who has a 7800 that exhibits the same symptoms. -Jeff
  6. Will happen on the first level.
  7. You can download the .bin here and see it in your favorite emulator. If this from the original conversion the # and * keys probably don't work! -Jeff
  8. I came across this when I made my own cart. Basically it would come up every time I cold-booted my 7800 and was instantly corrected if I hit reset. I finally tried different ram and this went away so I think it might be related to the ram on the cart vs. the 7800 though some might more sensitive than others. -Jeff
  9. Moving VisualbB to load from an .ini file would be an option, but a considerable effort. -Jeff
  10. There is always a minimal amount of configuration. For example bB requires environment variables to be set. You could put in autoexec.inf on a memory stick to do that every time it's inserted, but USB drives might be detected as a different drive letter so it would need to be an intelligent setup script. For an IDE, Visual bB does touch the registry, but if it detects no prior settings it will setup the defaults. Again an intelligent script could write to the registry settings to let it know the new directory for the compiler and emulator. I don't know if Stella uses the registry at all? That also assumes the authors allow redistribution of all those tools together. -Jeff
  11. VbB assumes that if you don't indent, and it's not a reserved term like end, then it is a label. If you use ";" twice then it will warn of a duplicate label which isn't allowed in bB. As suggested, just put in a space and you'll be fine. -Jeff
  12. Putting a "$" in there should be an easy update. -Jeff
  13. From the image it looks like a Jinks board (C300565) with W1 open and W2 through W6 closed. If that is the case it should be pretty easy to put on a cart to test the bin. -Jeff
  14. I assume you mean the code editor? Can't be done today, wouldn't be too hard to add that though. -Jeff
  15. Most of the time it will highlight errors prior to compiling if you have syntax checking enabled. It doesn't catch all errors though. -Jeff
  16. Since he's using pfhalfwidth I am pretty sure it requires the new 16 pixel, double-height playfield for std_kernel available in this thread. I just tried it and the game played when I compiled using those files, but the title screen was still messed up so I might be missing another necessary update. -Jeff
  17. Do you have a bunch of project files open and are using autosave? Perhaps that is what you are seeing. -Jeff
  18. My initial start up does take a few seconds, but that's because I have about 20 different projects that are opened upon startup and all those projects are set for backup on open so there is a file copy. I could imagine if those projects contain *a lot* of files then enumerating the project list could take a few seconds, but it wouldn't explain the lag in saving files unless something else is affecting the disk write. Files on a network share instead of local disk? -Jeff
  19. I applaud the effort! Since you're really close, why not post the source? Some of the other experts can probably identify the problems and finish it up. -Jeff
  20. Pretty easy to mock up Chocolate_Rain.bas.bin Chocolate_Rain.bas
  21. Thanks Mitch, but I don't think it completely ignored it, as I changed the 'title' in the header and ProSystem reflected it in the window title... Also the fact that when I changed that one bit to enable RAM, that's when it stopped playing. BUT, I believe in trying all possibilities, so does anyone know how to get the checksum of an .a78 file so I can enter it into the ProSystem database? Thanks again, Bob The source for ProSystem 1.3 is available from here. There is a file hash.cpp if you want to see how it's currently being calculated. -Jeff
  22. Why are you right-clicking and selecting edit in notepad? Just double click it and it will open in the sprite editor. -Jeff
  23. ok I think I understand what you are saying. Sounds like you don't have either a valid playfield or sprite? -Jeff
  24. It would still need to know which project you want to add a sprite/playfield too. Could be annoying to assume the currently selected project. Also would be a problem if the author hadn't created a project yet, though the default one is always an option (if not already deleted) I guess. Yuppicide, basically add sprites to a current project as RT suggests, save them and the sprite animator will discover them when you open it. -Jeff
  25. The problem that jbs3000 was having was DASM was reporting an error which vbB was picking up and skipping the file copy part. I have a private build that works if you're interested I can PM you a copy. It doesn't use XMLSerializer so I don't think that kb article applies. -Jeff
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