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R_Leo_1

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Everything posted by R_Leo_1

  1. I wish I could say Star Trek V: The Final Frontier is a good but flawed film, but the writing is just too low grade to warrant that. It's just below average.

    1. Show previous comments  3 more
    2. doctorclu

      doctorclu

      It is like a regular Star Trek episode with the whole crew.   Just a fun romp.

    3. simbalion

      simbalion

      ST5 had a lot going against it at production. Strikes and budget limits really hurt the movie, but still it is a fun little romp. It carried over the lightness of ST4 and had moments I still like. Shatner admitted it taught him a lesson about directing in that you can try to dream too big and he felt that also hurt the movie as he was too ambitious with his original idea and trying to make it happen.

    4. simbalion

      simbalion

      Don't mean to double reply, but I think one of Shatner's books mentioned a Teamsters strike also happened during the filming of ST5. I recall he mentioned one of the filming trucks suddenly went up in flames and there were major suspicions.

  2. It's inside the dmahole. This is the most recent code: ;init set tv ntsc set romsize 128k set screenheight 224 set basepath Programs\LadyLadyDemo\gfx_LadyLady bank 1 ;titleScreen ;Load first gfx block ;Background chunks incgraphic Background1.png 160A 0 3 2 1 incgraphic Background2.png 160A 0 1 2 3 ;LadyLady incgraphic LLTitleRow1Chunk1.png 160B 0 1 3 7 2 6 5 13 11 10 9 14 0 incgraphic LLTitleRow2Chunk1.png 160B 0 1 2 6 5 3 7 13 14 0 0 0 0 incgraphic LLTitleRow3Chunk1.png 160B 0 1 7 3 5 13 2 11 6 14 10 9 0 incgraphic LLTitleRow3Chunk2.png 160B 0 1 14 11 10 9 2 13 0 0 0 0 0 incgraphic LLTitleRow4Chunk1.png 160B 0 1 7 6 5 11 10 14 13 9 2 0 0 incgraphic LLTitleRow4Chunk2.png 160B 0 14 11 10 9 13 1 3 2 5 0 0 0 incgraphic LLTitleRow5Chunk1.png 160B 14 11 10 13 1 5 0 7 6 9 3 2 0 incgraphic LLTitleRow5Chunk2.png 160B 1 14 0 0 0 0 0 0 0 0 0 0 0 incgraphic LLTitleRow6Chunk1.png 160B 0 14 13 11 10 9 1 2 3 5 0 0 0 incgraphic LLTitleRow7Chunk1.png 160B 0 1 14 13 11 10 9 0 0 0 0 0 0 ;Letters incgraphic LetP.png 160A 0 3 2 1 incgraphic LetR.png 160A 0 3 2 1 incgraphic LetE.png 160A 0 3 2 1 incgraphic LetS.png 160A 0 3 2 1 incgraphic LetF.png 160A 0 3 2 1 incgraphic LetI.png 160A 0 3 2 1 dmahole 0 noflow clearscreen asm lda #$0f sta $35 lda #$5c sta $36 lda #$86 sta $37 end BACKGRND=$25 plotsprite LetP 5 40 192 savescreen drawscreen ;LadyLady Logo incgraphic LogoRow1Chunk1.png 160A 0 1 3 2 incgraphic LogoRow1Chunk2.png 160A 0 1 3 2 incgraphic LogoRow1Chunk3.png 160A 0 1 3 2 incgraphic LogoRow2Chunk1.png 160A 0 1 3 2 incgraphic LogoRow2Chunk2.png 160A 0 1 3 2 incgraphic LogoRow2Chunk3.png 160A 0 1 3 2 incgraphic LogoRow2Chunk4.png 160A 0 1 3 2 incgraphic LogoRow3Chunk1.png 160A 0 1 3 2 incgraphic LogoRow3Chunk2.png 160A 0 1 3 2 incgraphic LogoRow3Chunk3.png 160A 0 1 3 2 incgraphic LogoRow3Chunk4.png 160A 0 1 3 2 incgraphic LogoRow4Chunk1.png 160A 0 1 3 2 incgraphic LogoRow4Chunk2.png 160A 0 1 3 2 incgraphic LogoRow4Chunk3.png 160A 0 1 3 2 incgraphic LogoRow4Chunk4.png 160A 0 1 3 2 incgraphic LogoRow5Chunk1.png 160A 0 1 3 2 incgraphic LogoRow5Chunk2.png 160A 0 1 3 2 incgraphic LogoRow5Chunk3.png 160A 0 1 3 2 incgraphic LogoRow5Chunk4.png 160A 0 1 3 2 bank 2 bank 3 bank 4 bank 5 bank 6 bank 7 bank 8
  3. To answer your questions: I use Graphics Gale to export my graphics. I have currently stripped back everything to just the first bank and still no dice. I removed the reboot and that wasn't the issue apparently. I went ahead and removed dmahole 1 and moved the incgraphic entries at the very top of the bank and just tried to display the letter 'P' from my stored graphics, and still no luck... If the "libpng warning: Incorrect bKGD chunk index value" is causing the issue, I'm not really sure how to correct it at the moment ? as I can't get ImageMagick that SmittyB mentioned to run on windows' Linux Kernal no matter what I do.
  4. Here's what I get: C:\Users\dusti\Desktop\ATARI7800\7800basic>7800bas.bat Programs\LadyLadyDemo\LL128K.bas 7800basic v0.10 Jun 15 2020 23:49:14 libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value *** (): INFO, bank #1, GFX Block #0 starts @ $8000 Background1 Background2 LLTitleRow1Chunk1 LLTitleRow2Chunk1 LLTitleRow3Chunk1 LLTitleRow3Chunk2 LLTitleRow4Chunk1 LLTitleRow4Chunk2 LLTitleRow5Chunk1 LLTitleRow5Chunk2 LLTitleRow6Chunk1 LLTitleRow7Chunk1 LetP LetR LetE LetS LetF LetI LogoRow1Chunk1 LogoRow1Chunk2 LogoRow1Chunk3 LogoRow2Chunk1 *** (): INFO, bank #1, GFX block #0 has 16 bytes left (1 x 16 bytes) *** (): INFO, bank #1, DMA hole #0 starts @ $9000 DMA hole code found and imported *** (): INFO, bank #1, GFX Block #1 starts @ $A000 LogoRow2Chunk2 LogoRow2Chunk3 LogoRow2Chunk4 LogoRow3Chunk1 LogoRow3Chunk2 LogoRow3Chunk3 LogoRow3Chunk4 LogoRow4Chunk1 LogoRow4Chunk2 LogoRow4Chunk3 LogoRow4Chunk4 LogoRow5Chunk1 LogoRow5Chunk2 LogoRow5Chunk3 LogoRow5Chunk4 *** (): INFO, bank #1, GFX block #1 has 2368 bytes left (148 x 16 bytes) *** (): INFO, bank #1, DMA hole #1 starts @ $B000 DMA hole code found and imported libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value libpng warning: Incorrect bKGD chunk index value *** (): INFO, bank #8, GFX Block #0 starts @ $E000 TrojanRow1Chunk1 TrojanRow2Chunk1 TrojanRow3Chunk1 TrojanRow3Chunk2 TrojanRow4Chunk1 TrojanRow4Chunk2 NewMars1 NewMars2 NewMars3 NewMars4 *** (): INFO, bank #8, GFX block #0 has 2336 bytes left (146 x 16 bytes) 7800basic compilation complete. User-defined 7800.asm found in current directory 0 bytes of ROM space left in the main area of bank 1. 4041 bytes of ROM space left in DMA hole 0. 4083 bytes of ROM space left in DMA hole 1. 16380 bytes of ROM space left in the main area of bank 2. 16380 bytes of ROM space left in the main area of bank 3. 16380 bytes of ROM space left in the main area of bank 4. 16380 bytes of ROM space left in the main area of bank 5. 16380 bytes of ROM space left in the main area of bank 6. 16380 bytes of ROM space left in the main area of bank 7. 5904 bytes of ROM space left in the main area of bank 8. $1880 to $1fff used as zone memory, allowing 27 display objects per zone. 2429 bytes left in the 7800basic reserved area. Complete. Read $C000 bytes of cartridge data. Cartridge hash area is from $F000 to $FFFF. Cartridge signature for 'C:\Users\dusti\Desktop\ATARI7800\7800basic\Programs\LadyLadyDemo\LL128K.bas.bin' appears to be empty. Encrypting... 00 01 success! A valid cartridge signature is: 04 9e ac 53 d5 c6 21 11 18 bf ba ca 96 60 ee 98 d2 ff 45 c4 8f a5 48 67 60 1f a6 e2 39 7d cd b1 75 a5 75 b6 3e 9e 8c 1a 46 62 42 c3 ca 32 55 2c 09 87 7e 4d 1c d3 e8 dc 52 95 59 98 31 5e 99 d7 e6 c2 3e bf be df 43 84 e8 1e 47 ac 1d 9f 4f 37 c8 7f 30 89 13 92 b8 d8 a2 d9 7f 79 07 f5 bc 4f d4 06 1b ef 0e 22 84 49 79 e7 f0 43 4a 00 af 30 e2 44 c4 e3 66 9c ea 97 Wrote back 120 bytes to 'C:\Users\dusti\Desktop\ATARI7800\7800basic\Programs\LadyLadyDemo\LL128K.bas.bin'. 7800header 0.10 Jun 15 2020 23:49:19 opened parameter file a78info.cfg 7800makecc2 v0.1 The ROM 'C:\Users\dusti\Desktop\ATARI7800\7800basic\Programs\LadyLadyDemo\LL128K.bas.bin' is compatible with CC2.
  5. I have this exact format and I am still unable to get anything on the screen, can't even get the background color to change. So none of my code is being reached for some reason. If you can spot what I am doing wrong with the format please let me know, apologies for the continued confusion ? LL128K.bas
  6. Atarius Maximus had mentioned earlier that a bank can have 2 graphics blocks, but every time I try to compile it states that I have ran out of space in the main area. The only way to get it to compile is to use "dmahole X noflow" for all the dma holes, however then the code I wrote wont function at all. So I'm wondering what the proper format is to use the 2 graphic block per bank setup, as I definitely need the extra graphics space since I'm doing a graphics demo lol.
  7. I've learned the hard way; The importance of the software engineering process lol.

  8. Very saddened to hear this. I pray for his family and friends.
  9. A possible theme for my LadyLady character, not finished yet though: 

    https://www.mboxdrive.com/BloodyChrome (online-audio-converter.com).mp3

    1. SlidellMan

      SlidellMan

      Sounds really nice!

  10. I'll be sure to give them a look
  11. Yeah, it isn't so bad to rewrite early on, fail fast and all that, but once you're super far into something it becomes a MUCH bigger issue. However, just persist man, with enough practice and clever problem solving, something will come together.
  12. I wanted to post a quick update. I know it's been quite some time since I've shown anything but trust me I have been working on this project, there's just been many set-backs due to programming flubs and school. I wanted to discuss exactly what issues I've run into, and what has actually been updated since last time. Firstly, not long after posting the first update I decided to rewrite the code almost completely from scratch since it was very unorganized, inefficient, and all-around hard to work with. This ended up taking a lot longer than expected, roughly 2 weeks of working each night after school. I then decided I would create routines for fading the screen in and out, to save space and have more efficient code. While not perfect, I got it working in about 5 days. In between coding everything, I was also creating/updating graphics for new and previously made screens. I updated the LadyLady character and logo on the title screen to better utilize the 160B palette, used the topscreen routine to change the display mode on the parallax screen and added a new screen afterwards. After all of these changes and interruptions due to school and the like, I was finally gonna post a new update ROM, however I ran into a new problem... space. I had hit my 48k limit after 4 full screens of graphics, and unless I was to utilize compression to fit more into less. To top it off, I had encountered some kind of graphical glitch that I was unable to resolve, I had a sneaking suspicion it had to do with my space being so dangerously low, to somehow corrupt graphics in earlier banks. I then realized I was going to need to learn how to work with bankswitching in 7800Basic, and I would need to rewrite my code again, to work with a 128k bankswitching method. It has been a rough transition, and I have been unable to get even one of my created screens to display, to at least get my foot in the door. So here we are, I am finally on a week-long break and have the opportunity to code some more on this, however due to having to basically start over again, it may be some time before another update is available. To give people something to chew on until then, I'm gonna post the unfinished 48k version ROM and code, complete with updated screens, a brand new screen, and a minor graphical glitch I was unable to fix. If anyone is able to help explain what is causing the graphical glitch, then please give me a holler, I would love to know what's going on with this. Also, special thanks to Mord for assisting me so far through the project, this wouldn't have been possible without his help. Anyway, I hope everyone is doing okay and if anyone has any feedback I'd love to hear it. Files: LadyLadyNewStruct.bas.a78 LLZIP.zip
  13. Just purchased my first PVM, can't believe I managed to find one nearby my home. Got it for just over $100.

  14. I can sit and write code for hours on end, and yet I still can't understand women for the life of me. 

    1. Show previous comments  1 more
    2. Paul Westphal

      Paul Westphal

      Just understanding that you will never understand them is a start.

    3. jd_1138

      jd_1138

      Once or twice a week, cook dinner for her, put out some candles on the dinner table, and then do the dishes and clean up. She will be putty in your arms. Could be as simple as spaghetti, meatballs, salad, garlic bread. 

    4. GoldLeader

      GoldLeader

      Long ago, I'm pretty sure I saw a book in the book store;  And the title was (possibly paraphrasing) Everything I Know About Women.

       

      Thing is, the whole thing was blank except for the word "Crap" written dead center on each and every page.

  15. This looks amazing, great update!
  16. Amazing interview, very inspirational to hear how it all got started
  17. Finals are over, thank God...

  18. Once these finals are done, I've got a date planned with LadyLady and some 7800Basic ;)

  19. I sure wish there was a class at STEM-based Universities for learning about legacy programming languages. I feel like it's a seriously missed opportunity.

  20. Thanks, man! I apologize for not having more to show thus far, I decided to restructure most of the code to be more efficient and less un-organized. That has eaten up most of my development since the last large reveal, and the Coronavirus situation is certainly not helping either.
  21. I had thought this was it at first, but there would be a section of the art that was all one color, say white, it would be split up and you can see this on the headphone-looking device on LadyLady's ear, that device was all using pure white and during the fade it gets split. Thank you for the advice, I placed in the drawwait command, and it's working fine now Also I appreciate the 6502 advice. I'm only now starting to use asm more often, so tips like this are very much appreciated!
  22. I've create a screen fade-out function for use in my LadyLady Demo, but I'm having an issue where part of the screen will be a frame ahead of the other. In other words, part of the screen is fading at a faster rate than the rest of the screen, and the section of the screen that is lighter than the other will "catch up" on the next frame. My assumption is that this is a screen tearing issue but I'm not 100% sure, and even if it is I've tried everything I could possibly think of to correct it, to no avail. I have included screenshots of the problem in action and my code as an attachment, just look for the fadeout function, it should be labeled as such. Any help would be appreciated, thank you. LadyLadyDemo.zip
  23. Wow! Awesome, I'll definitely be making use of this feature! Thank you
  24. Would it ever be possible to add a feature to pause and advance frame by frame, similar to what FCEUX has?
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