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After playing around with the current available TutorVision games, I decided to create something of my own that would be an appropriate addition to the TutorVision library. All the code is finished and just needs to be tested now. As of this evening, I have the documentation ready and a sketch of overlay images. So what is it? You'll have to see for yourself when I demo it on a Twitch livestream. I'm planning to go live at 10:00 EDT tomorrow night, July 10.
Hi. Can you clue me in on how to swap in/out 16k of ROM from the $C100 space using IntyBASIC compiling to the JLP architecture? I am using the $C100 section of ROM to hold an audio waveform sample, the rest of the game cartridge ROM I am using for game code and graphics and sounds (42k, its large). Once the waveform plays, I want to play a different one at a later point in the game, so a swap of some kind through IntyBASIC's JLP support I think would be the best move because playing would be transparent to the rest of the game code. Speed is not critical for the swap, just something that works. All ideas appreciated, if I'm way off in my suppositions I'll try other avenues. Thanks. (Based on the question I asked in http://atariage.com/forums/topic/253812-intybasic-how-do-i-upload-graphic-data-from-ram-to-gram/?p=3535223)
I am re-listening to Intellivisionaries Episode 4, featuring Christmas Carol. James was talking about the bug he experienced at CGE. It got me thinking "what if there is a production bug in the next thing I make, how can I get some information about it?" So... Would it be possible for a running game to somehow catch a crash/Exception and write the ROM/RAM/STIC contents to a JLP "save slot"? I was thinking that if all of that was collected into a file that could be read later, it would be A Good Thing . I don't know if that means running the game within a kind of "container" or if there is some kind of hook that can be added to in the as1600 build process, or what. I think a JLP board would have enough storage to hold the largest Inty games several times over, definitely enough to store the entire state of a crashed environment. If the crash happens in emulation, the file could be parsed by some tooling, if it happens on a cart, I'm not sure how to physically get the data out... What do you think?