Jump to content
Sign in to follow this  
endrien

Can't see missile after adding kernel?

Recommended Posts

So the code uses COLUP0 to set the color of the missile, however when I add

set kernel_options playercolors player1colors pfcolors

the characters sprite color works fine, as does the playfield color but you can't see the missile. I'm not sure if this is an issue with the missile's color or if it's not shooting the missile at all. Can anyone help?

Code attached.

mainc.bas

Edited by endrien

Share this post


Link to post
Share on other sites

So the code uses COLUP0 to set the color of the missile, however when I add

set kernel_options playercolors player1colors pfcolors

the characters sprite color works fine, as does the playfield color but you can't see the missile. I'm not sure if this is an issue with the missile's color or if it's not shooting the missile at all. Can anyone help?

Code attached.

Check out the kernel options chart, 4th line down.

 

The display kernel can only do a limited amount of things as it draws the screen. The kernel options you picked use precious time that would have otherwise been used to draw the missiles.

Edited by RevEng

Share this post


Link to post
Share on other sites

So the code uses COLUP0 to set the color of the missile, however when I add

set kernel_options playercolors player1colors pfcolors

the characters sprite color works fine, as does the playfield color but you can't see the missile. I'm not sure if this is an issue with the missile's color or if it's not shooting the missile at all. Can anyone help?

Code attached.

Check out the kernel options chart, 4th line down.

 

The display kernel can only do a limited amount of things as it draws the screen. The kernel options you picked use precious time that would have otherwise been used to draw the missiles.

 

How can I get around this?

Share this post


Link to post
Share on other sites

How can I get around this?

Don't use playercolors. That will give you back missile0. (3rd line in the chart)

 

Writing any game for the 2600 - bB or asm - is about making these kinds of compromises. The 6507 just isn't fast enough to do it all.

Share this post


Link to post
Share on other sites

How can I get around this?

Don't use playercolors. That will give you back missile0. (3rd line in the chart)

 

Writing any game for the 2600 - bB or asm - is about making these kinds of compromises. The 6507 just isn't fast enough to do it all.

well then how am I supposed to give my player color :S. I see multicolorful characters in other games that still fire missiles.

Share this post


Link to post
Share on other sites

well then how am I supposed to give my player color :S. I see multicolorful characters in other games that still fire missiles.

Sure. But those games probably don't have asymmetric playfields like the bB kernel does.

 

Assembly games have more flexibility as to what compromises they make, but the compromises are still there.

Share this post


Link to post
Share on other sites
well then how am I supposed to give my player color :S. I see multicolorful characters in other games that still fire missiles.

If you use just player1colors and pfcolors, you'll only lose missile1. One multicolored sprite is better than nothing. There was a time when bB didn't have kernel_options. If we don't compromise and use a little imagination, we'll get stuck and get nothing done. I spent a lot of time fighting bB instead of figuring out how to cooperate with it.

Edited by Random Terrain

Share this post


Link to post
Share on other sites
well then how am I supposed to give my player color :S. I see multicolorful characters in other games that still fire missiles.

If you use just player1colors and pfcolors, you'll only lose missile1. One multicolored sprite is better than nothing. There was a time when bB didn't have kernel_options. If we don't compromise and use a little imagination, we'll get stuck and get nothing done. I spent a lot of time fighting bB instead of figuring out how to cooperate with it.

Alright so that worked fine thanks, how does that limit me in the future though?

Share this post


Link to post
Share on other sites
Alright so that worked fine thanks, how does that limit me in the future though?

As far as I know, you lose missile1 and that's it. You have the ball, the other sprite, and the other missile.

 

If jrok hasn't written a 30 hz flicker tutorial yet, maybe he'll do that when he gets a chance. You can reuse your multicolored sprite for enemies or colorful bonus items. It's advanced stuff, so you probably won't be able to copy and paste the code into your program and expect it to work.

Share this post


Link to post
Share on other sites
Alright so that worked fine thanks, how does that limit me in the future though?

As far as I know, you lose missile1 and that's it. You have the ball, the other sprite, and the other missile.

 

If jrok hasn't written a 30 hz flicker tutorial yet, maybe he'll do that when he gets a chance. You can reuse your multicolored sprite for enemies or colorful bonus items. It's advanced stuff, so you probably won't be able to copy and paste the code into your program and expect it to work.

 

Unless the code is a ton of numbers or just a mess of code I will write it out rather than copy paste as by just copying it you learn nothing. Limit wise I'm wondering if I can still have powerups and enemies that follow you.

Share this post


Link to post
Share on other sites

How can I get around this?

Don't use playercolors. That will give you back missile0. (3rd line in the chart)

 

Writing any game for the 2600 - bB or asm - is about making these kinds of compromises. The 6507 just isn't fast enough to do it all.

well then how am I supposed to give my player color :S. I see multicolorful characters in other games that still fire missiles.

You can use missile1 for player0. They don't have to be matched.

 

Cliff

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...