Asylum Abscond Posted June 25, 2014 Share Posted June 25, 2014 Hello, I am new to the forums and have read andrew davies tutorials. I am having problems though as when i run my game in Stella all i get is a black screen. I am attaching the source code in hopes some of you atari experts can figure out what i'm doing wrong. Any assistance would be greatly appreciated. Sincerely, Asylum Abscond Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted June 25, 2014 Share Posted June 25, 2014 That's a lot of source code for an initial attempt, it might be best to start smaller. Take a look at my latest blog entry, which shows how to generate a picture on the Atari. Then follow my blog over the next few weeks as I expand that into a functioning game. Quote Link to comment Share on other sites More sharing options...
cwieland Posted June 26, 2014 Share Posted June 26, 2014 I reworked your Kernal a bit and adjusted the playfield color from black to a bluish color. Its defiantly not perfect, but it generates 262 scanlines most of the time. If the player's Y position is less than 36 the application produces duplicate scanlines where the player is drawn. I think this is may have to do with length of playfield data. source.asm Quote Link to comment Share on other sites More sharing options...
Asylum Abscond Posted July 2, 2014 Author Share Posted July 2, 2014 Thanks for restructuring my code. I took the liberty of starting over from scratch and redoing m code. I managed to get it to 263 scanlines which should be fine, but now the entire screen is black. I shouldn't be having any problems with running out of cycles as i've split the drawing into 2 different parts as well as lowering the playfield resolution. I can't see what the problem is. Any assistance would be greatly appreciated. Sincerely, Asylum Abscond Quote Link to comment Share on other sites More sharing options...
Kylearan Posted July 3, 2014 Share Posted July 3, 2014 I've only taken a very quick look at your source, but if I see this correctly, lines 164/165 (dex; bne Draw_Screen) only loops over setting the playfield, never doing a check again if the player should be drawn (and the value of x is probably not what you want either). Try to replace it with "dey; bne CheckActivatePlayer" instead. There are lots of other optimizations to be made, but that's for later. Quote Link to comment Share on other sites More sharing options...
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