Fothlyrdrag #1 Posted July 7, 2013 (edited) Hey im running into problems that i cant solve.. simply put im running this includesfile multisprite_bankswitch.inc set kernel multisprite set romsize 8k =blahblahblahcode= start lives: 000000 000XXX end dim lives_centered = 1 dim lives_compact = 1 lifecolor = 64 lives = 192 =codecodecodeblahblah== drawscreen goto start bank 2 =codecodeblahblah= inline 6lives.asm and it wont do anything color is in black and white nothing happens so i removed the inline 6lives.asm and it works fine but no lives show.. so im guessing its somthing to do with the includesfile?? idk ive messed around and cant get anything to work if you need it ill give you the whole code and you can see whats wrong, but for the most part this is everything lives related in the code help please! Edited July 8, 2013 by Fothlyrdrag Quote Share this post Link to post Share on other sites
+Gemintronic #2 Posted July 8, 2013 I'm not sure if 6lives.asm is compatible with the multi-sprite kernel. Just for grins have you tried it with a standard kernel? Quote Share this post Link to post Share on other sites
SeaGtGruff #3 Posted July 8, 2013 I'm not sure if 6lives.asm is compatible with the multi-sprite kernel. The multisprite.h file does include variables such as lifecolor, lifepointer, and lives, so I'm guessing that 6lives.asm *is* supposed to work with the multisprite kernel-- although I've never tried it myself. If it weren't compatible then there should be compile errors. As a matter of fact, I did get a compile error on this line: lives: 000000 000XXX end But it's a syntax error, not a compatibility error. I think the lives icon should be defined like a sprite, whereas the above code is like a mixture of the playfield syntax (...X...X) and the player syntax (%00010001). Try something like the following: lives: %00111000 %01111100 %11101110 %11010110 %11111110 %11010110 %01111100 %00111000 end Quote Share this post Link to post Share on other sites
Cybearg #4 Posted July 8, 2013 I was under the impression that the lives sprite had to be 8x8 pixels. Quote Share this post Link to post Share on other sites
+Random Terrain #5 Posted July 8, 2013 The bB page has an example: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#lifecounterstatusbar lives: %01000100 %11111110 %11111110 %01111100 %00111000 %00010000 %00010000 %00010000 end Quote Share this post Link to post Share on other sites
Fothlyrdrag #6 Posted July 8, 2013 (edited) I FIXED THIS!!! simple yes lives must be 8x8pixles but that wasnt the problem all i had to do was add includesfile multisprite_bankswitch.inc Includesfile 6lives.asm <------------------------------------------ set kernel multisprite set romsize 8k aswell as inline 6lives.asm at the very end in the last bank! Edited July 8, 2013 by Fothlyrdrag 1 Quote Share this post Link to post Share on other sites
SeaGtGruff #7 Posted July 8, 2013 I FIXED THIS!!! simple yes lives must be 8x8pixles but that wasnt the problem all i had to do was add includesfile multisprite_bankswitch.inc Includesfile 6lives.asm <------------------------------------------ set kernel multisprite set romsize 8k aswell as inline 6lives.asm at the very end in the last bank! That's weird, when I tried it I didn't have to do that-- just putting "inline 6lives.asm" in the second bank was enough. I'm wondering if maybe the problem was *where* you were putting the "inline 6lives.asm" in bank 2? I put it right after the "bank 2" line, before any bB code for bank 2. From your first post it looks like maybe you put it in the middle of your bank 2 bB code-- is that correct? If so, try moving it up to immediately after the "bank 2" line, remove the "includesfile 6lives.asm" line, recompile, and see if it works or not. Quote Share this post Link to post Share on other sites
Fothlyrdrag #8 Posted July 9, 2013 That's weird, when I tried it I didn't have to do that-- just putting "inline 6lives.asm" in the second bank was enough. I'm wondering if maybe the problem was *where* you were putting the "inline 6lives.asm" in bank 2? I put it right after the "bank 2" line, before any bB code for bank 2. From your first post it looks like maybe you put it in the middle of your bank 2 bB code-- is that correct? If so, try moving it up to immediately after the "bank 2" line, remove the "includesfile 6lives.asm" line, recompile, and see if it works or not. I was under the impression that inline 6lives.asm had to be at the very end of the last bank, hmm idk it works how it is and i aint fixing whats not broke Quote Share this post Link to post Share on other sites