+Gemintronic Posted June 27, 2012 Share Posted June 27, 2012 (edited) Remember kids: VisualbB allows you to make your own score font for the default 6 digit score display! This is perfect for a Final Fantasy or Dragon Quest like battle menu. So far I've thought of two ideal sets of letters to exchange for numbers: 0123456789 ATCKRUNSE RUN ATTACK USE CAST 0123456789 FIGHTLESPM FIGHT FLEE ITEM SPELL The first has one space left for an additional letter or just used as a space. The second letter set seems to have potential for alot more useful words such as LIFE, PET and PILL Edited June 27, 2012 by theloon Quote Link to comment Share on other sites More sharing options...
Pioneer4x4 Posted June 28, 2012 Share Posted June 28, 2012 (edited) That is a great idea! I think the top 9 in order are eairtonsl which can spell atari... Edited June 28, 2012 by Pioneer4x4 Quote Link to comment Share on other sites More sharing options...
RevEng Posted June 28, 2012 Share Posted June 28, 2012 It's worth mentioning that non-DPC+ score code can display 16 characters with a bit of minor hacking. (not sure about the DPC+ score code) Just put the attached score_graphics.asm in your project directory, and adjust the score digits like so... dim sc0=score dim sc1=score+1 dim sc2=score+2 sc0=$AB sc1=$CD sc2=$EF scorecolor=$0f mainloop drawscreen goto mainloop score_graphics.asm 1 Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted June 28, 2012 Author Share Posted June 28, 2012 Thanks RevEng! I thought the score somehow had 16 characters. You've served it up on a silver platter! Er, not platinum though How does one properly edit the extra characters? Please don't say EMACS.. Quote Link to comment Share on other sites More sharing options...
RevEng Posted June 28, 2012 Share Posted June 28, 2012 You can just edit the .byte values in score_graphics.asm. I'd never say emacs... vi is my preference. I fixed the score_graphics.asm previously posted so it has DOS newlines. You should be able to re-download it and use your favourite plaintext editor. Quote Link to comment Share on other sites More sharing options...
jrok Posted December 13, 2012 Share Posted December 13, 2012 (edited) So far I've thought of two ideal sets of letters to exchange for numbers: 0123456789 ATCKRUNSE RUN ATTACK USE CAST 0123456789 FIGHTLESPM FIGHT FLEE ITEM SPELL The first has one space left for an additional letter or just used as a space. The second letter set seems to have potential for alot more useful words such as LIFE, PET and PILL I like the first set much better. In addition to the flexibility of a blank space, you could also use it to spell words like: EAT ASK ACT TURN TAKE REACT SNEAK SNARE TEAR SACK CASK CASE RUNE SANE / NUTS (good for Lovecraftian Cthlulu-type games ) NUKE CRANK TRACK STUNK SUNK ARCANE Edited December 13, 2012 by jrok 1 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted December 13, 2012 Share Posted December 13, 2012 Thanks. This will also help when we just want to display hexadecimal numbers in the score. dim sc0=score dim sc1=score+1 dim sc2=score+2 sc0=$AB sc1=$CD sc2=$EF scorecolor=$0F __Main_Loop drawscreen goto __Main_Loop Quote Link to comment Share on other sites More sharing options...
RevEng Posted December 13, 2012 Share Posted December 13, 2012 I added some more for the first set and summarized them here. Some really useful ones here, and a few goofy ones... ATCKRUNSE (theloon) RUN ATTACK USE CAST (jrok) EAT ASK ACT TURN TAKE REACT SNEAK SNARE TEAR SACK CASK CASE RUNE SANE / NUTS (good for Lovecraftian Cthlulu-type games ) NUKE CRANK TRACK STUNK SUNK ARCANE (RevEng) ENTER STUN NURSE CURSE TREAT REST CUT STRUCK TRUCE ASSERT NUTTER SUCKER ERECT CRANK SUCK TEASE TASTE 1 Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted December 14, 2012 Author Share Posted December 14, 2012 I'll just leave this here.. ATCKRUNSE a aa accent access accrue accuse ace aces acne acre acres act acts acute ae aerate an ant ante ants anus arc arcane arcs are area areas arena arenas ark arrack arrant arrest art arts as ascent ascus ask asker askers asks ass assent assert asses asset assets assure aster asters astute at ate attack attest attune aunt aunts aura auras cactus cake cakes can cancer cane caner canes canker canner cans cant car carat carats care careen career cares caress caret cars cart carter carts case cases cask casket casks cast caste caster castes casts cat cater caters cats caucus cause causer causes cease ceases census cent center cents crack cracks crane cranes crank cranks crass crate crater crates creak creaks crease create creek creeks crest crests crust crusts cue cues cuesta curate cure cures curs curse curses curt cuss cut cute cuter cutest cuts cutter ear earn earner earns ears ease eases east easter eat eaten eater eaters eats ee eke ekes en enact enacts ensue ensues ensure enter enters entree era eras erase eraser erases ere erect erects err errant errata errs eskar esker esses estate esters estrus et eureka karate karst keen keener ken kern knack knee knees na nacre nature nausea near nearer nears neat neater neck necks nectar nest nester nests net nets netter neuter nu nuance nun nuns nurse nurses nut nuts nutter race racer racers races rack racket racks rake rakes raku rakus ran rank ranker ranks rant ranter rants rare rarer rarest raster rat rate rater raters rates rats rattan re react reacts rear rears recant recast recent recess recta recur recurs recuse rent renter rents rerun reruns rescue reseat resect reseek reseen resees resent reset resets rest rester rests retake retest return reuse reuses ruckus rue run runner runs runt ruses russet rust rusts rut ruts sac sack sacker sacks sake sakes sane saner sanest sank sat satan sate sates saturn sauce saucer sauces scan scans scant scar scarce scare scares scars scat scene scenes scent scents scree screen sea sear sears seas seat seats secant secret sect sects secure see seek seeker seeks seen seer seers sees senate sense senses sent serene set seta setae sets setter skate skater skates skeets skunk skunks snack snacks snake snakes snare snares snark sneak sneaks sneer sneers stack stacks stake stakes stank star stare starer stares stark stars start starts stat state states statue status steak steaks stear stearn stears steer steers stent stern sterns strata streak street stress struck strut struts stuck stun stuns stunt stunts suck sucker sucks sue sues sun sunk sunken suns sunset suntan sure surer surest suture ta tack tacker tacks tact take taken taker takers takes tan tank tanker tanks tanner tar tart tartan tartar tarts task tasks taste taster tastes tater tatter tau taunt taunts taurus taut tea tear tears teas tease teaser teases teater teen teens tees teet teeter ten tenant tenet tenets tens tense tenser tenses tent tents tenure tern terse test tester testes tests teter teters trace tracer traces track tracks tract tracts trance treat treats tree trees trek treks tress truant truce truck trucks true truer trues truest trunk trunks trust trusts tuck tucks tuna tunas tune tuner tuners tunes turn turner turns turret tusk tusks un uncut unease unrest unseat unseen unsent unset unsure untrue uranus urea ureter urn urns us use user users uses uterus utter utters 1 Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted April 8, 2018 Share Posted April 8, 2018 (edited) It's worth mentioning that non-DPC+ score code can display 16 characters with a bit of minor hacking. (not sure about the DPC+ score code) Just put the attached score_graphics.asm in your project directory, and adjust the score digits like so... dim sc0=score dim sc1=score+1 dim sc2=score+2 sc0=$AB sc1=$CD sc2=$EF scorecolor=$0f mainloop drawscreen goto mainloop scratch.bas.bin.png score_graphics.asm It works in DPC+ but the scoregraphics seems to go in bank 1 so I could only fit one letter (after commenting out vblank and minikernel) Any smart solution to that? Doesn't have to be pretty Keeping the numbers where they are (if that's for speed) and putting the letters in another bank/table with inline assembly maybe? I want to have waves so when the wave changes I will jump to a wave change loop that doesn't do much else except change bg and pfcolors so I'm picturing something like this.. _sc1=$AB somehow from a different bank òr table or with inline assembly _sc2=$CD somehow from a different bank òr table or with inline assembly _sc2=wave variable WAVEPS=wave.pavse, PERFECT! the two words I really want in my game, I hope there's a way. Edited April 8, 2018 by Lillapojkenpåön Quote Link to comment Share on other sites More sharing options...
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