Jump to content
Sign in to follow this  
jrok

Player pointers and the multisprite kernel

Recommended Posts

Is there a way to target playerxpointerhi, playerxpointerlo and playerxheight for virtual sprites 1-5 in batari's multisprite kernel?

 

Thanks in advance,

Jarod.

Share this post


Link to post
Share on other sites
A memory map with the variables is Here

Scroll down and you'll get to the Multisprite Kernel Memory Map.

Hope that helps.

Speaking of that, I just added the ability to jump right to the Multisprite Kernel Memory Map instead of needing to scroll down:

 

http://www.randomterrain.com/atari-2600-me...#multimemorymap

 

If you've been to that page recently, you might need to refresh or hold down Ctrl and hit F5.

Share this post


Link to post
Share on other sites
A memory map with the variables is Here

Scroll down and you'll get to the Multisprite Kernel Memory Map.

Hope that helps.

 

Thanks. In the map, it seems the player pointers use the same naming convention as in the standard kernel (i.e. player2pointerlo, player2pointerhi, player2height), and the compiler gives no errors when I target these. However, any adjustments I make to them in my code don't seem to show up in the BIN, while the same adjustments seem to work fine on players 0 and 1 in the standard kernel. Has anyone else noticed this.

 

Cheers,

Jarod.

Share this post


Link to post
Share on other sites
A memory map with the variables is Here

Scroll down and you'll get to the Multisprite Kernel Memory Map.

Hope that helps.

 

Thanks. In the map, it seems the player pointers use the same naming convention as in the standard kernel (i.e. player2pointerlo, player2pointerhi, player2height), and the compiler gives no errors when I target these. However, any adjustments I make to them in my code don't seem to show up in the BIN, while the same adjustments seem to work fine on players 0 and 1 in the standard kernel. Has anyone else noticed this.

 

Cheers,

Jarod.

It works a little bit differently in the multisprite kernel-- largely the same, but just different enough to cause problems if you try to do it exactly the same way as in the standard kernel. I'll review it (it's been a while since I last tried it, so I forget) and then post what the differences are.

 

Michael

Share this post


Link to post
Share on other sites

It's been awhile, so I thought I'd bump this. Has anyone been able to successfully target these player pointers in a bB program?

 

Thanks, in advance.

Share this post


Link to post
Share on other sites
It's been awhile, so I thought I'd bump this. Has anyone been able to successfully target these player pointers in a bB program?

 

Thanks, in advance.

I was going to post an example of setting the player pointers in the standard kernel (for sharing sprite data), and I meant to include some notes about the multisprite kernel because it's different. I'm not at home right now, but I'll see what I can do when I get home later tonight.

 

Michael

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...