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Muddyfunster

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Posts posted by Muddyfunster


  1. Try commenting out the "gosub titledrawscreen" line from your titlescreen loop so that you will be running all of the associated code without actually calling the titlescreen code itself. See if you can reproduce the problem still. This may narrow the cause a bit.

     

    Edit: re-reading this, I see that's what you already tried.

     

    Yep,

    Worst case is I have to remove the title-screen kernel and code a replacement. It will be disappointing because the title-screen kernel is just so damned good, but not the end of the world.


  2. Thanks for the suggestions. I've spent hours checking through my code (the audit Goto/.Gosub in Vbb is very useful).

     

    I found a couple of pieces of code that I'd moved from one bank to another and they had the wrong "return", using "RETURN THIS BANK" instead of "RETURN OTHER BANK".

     

    I corrected that but the problem still persists.

     

    I only use "ON..GOTO" once and that looks fine (swapped it to multiple IF statements just to check and same result).

     

    I don't think the issue is code falling through because of a condition not being met.(but i'm no expert on this).

     

    Going to check again this evening with a fresh pair of eyes.

     

    I corrected that but the problem still persists


  3. Yeah, the way they did Tyre-Trax is pretty crafty using the background colors and multi sprite combo's but it wouldn't work for what I need because I'm going to be using the sprites for the game play

     

    I'm not using sprites to create the gradient effect on the background, that's purely done via DPC+ and setting a fine resolution for the play-field - see here

     

    I use the sprites for scenery elements and gameplay elements, not the gradient background.


  4. For the last 2 weeks I've been trying to figure out why my game (Tyre Trax) is misbehaving.

     

    I didn't realise that I had a real problem until I got my Harmony Cartridge and was able to test on real hardware. After completing every 2nd race (without fail) the program either resets (back to the title screen - game 1, not the last game executed) or crashes. In Stella it usually just "resets" back to the title screen so I had it as a minor bug I need to look into as I finish up. In reality, on real hardware (for me at least) it crashes every 2nd play through.

     

    I thought it might be something in my latest version, but no, it's in every version I've compiled going back to September or so.

     

    I added a skip function so I can jump to the end of the race, receive the trophy and back to the title screen. No problems.

     

    Play through 1 race : no problem

    Play through 2nd race, issue seems to be on transition from the end (trophy) screen to the title screen. (it resets the cart like it was just inserted and switched on, or it freezes up).

     

    I've rebuilt the titlescreen thinking that I'd maybe introduced some bug along the way, no joy. I've even gone back to a plain default out of the box titlescreen, no joy.

    I've removed the custom sound driver, no effect.

    I've removed the custom score graphics file used in the timer, no effect.

     

    Only time anything changes is if I remove the title-screen kernel call, then problem goes away and the game plays flawlessly every time (but no title screen obviously..)

     

    I'm pointing the finger at titlescreen kernal by process of elimination, but I understand its likely something my code is doing to upset it, and it's not really the title screen at fault all, I just don't know enough about what to look for in Stella's debugger to know what could be causing a problem that I can identify.

     

    If anyone here with more experience can help I'd appreciate it. I've attached my last binary. If anyone wants to check the bB code, let me know.

     

    The binary attached has the detection removed for hitting the river so you can just drive in the water and zoom to the end of the level for testing.

     

    I hope someone can guide me on the problem otherwise I'll end up having to scrap the title screen and code something simple in it's place to get the game completed.

     

    /fingerscrossed.

     

     

    tyre_trax_n_v201o.bas.bin


  5. Is there interest in code that would display a splash screen with the logo that doesn't use the title screen kernel, so that the latter could still be used afterwards?

     

    I like this idea and I'd have no issue showing the bB logo along with an AA splash (maybe 1 screen with both shown). If any of my games go to cart it will be via the store here.

    • Like 1

  6. I have the exact same copy and also a Fishing Derby with a similar "non-standard" label.

     

    Mine both have the same shell which isn't a standard Activision shell. The stacker ridges on the face of the cart are absent, but if you look closely on mine, you can kinda of see where they should be, also no emboss on the back and the texture is different and the grip ridges by the end label don't go all the way around.

     

    They could be bootleg or pirate copies of some sort.

     

    I also checked on atariboxed.com and videogamevariations.com but didn't turn anything up.

    post-61789-0-31539500-1542664559_thumb.jpg

    post-61789-0-14370600-1542664714_thumb.jpg


  7. Is there a step by step guide to update the UNO firmware if like me you have an older firmware and need to use an ST Link type device?

     

    The manual pdf on the github page makes mention of it but doesn't really walk through it and I'm a bit nervous about having the cart in my 2600, connected to my PC without some idea of what I'm doing :)

     

    I picked up a ST Link for a couple of £ but would appreciate guidance on the "how" part.


  8. Soon Brian ,

     

    It's still very early, the current build is more focused on getting the framework working and some basic logic in place then I'll be iteratively bulding it out like I did with Tyre Trax.

     

    I would expect I'll have something more to show in a couple of weeks.

     

     

    • Like 1

  9. Not shure if it's realated to the overcycling but sometimes during the countdown one of the river pfpixels isn't moving

    Don't thinks so, I cut the river animation from 5 rows to 3 to reduce the load, that's just a leftover niggle in the code to do with that.


  10. V201j added to first post.

     

    Some small changes to the bike in how it is animated up and down and on acceleration.

     

    I won't be doing any more significant updates until my Harmony arrives and I can test on real hardware to squish the remaining over-cycle issues.

     

    Feedback and comments as always are appreciated.

    • Like 2

  11. unglueing or flatten the box.

    ironing works perfect for me. (not to hot. you have to find out the best setting with a old box.)

    important! place a cloth over it

    only recommendable with 100% cardbord boxes.

    This worked for me too, I had some really crushed boxed that I brought back to life this way.

     

    I found that if you are careful, you can significantly reduce the appearance of bad creasing and restore most of the shape.

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