bogax #1 Posted September 27, 2014 (edited) yes This diplays 6 sprites The sprites are selected with six pointers mkptr0..5 The pointers point into two tables splistlo, and splisthi The tables contain the locations of the sprite data. The sprites have to be upside down The constant mklines specifies the number of lines to use (the number of lines in a sprite) The first bit of the fourth sprite is repeated in the first bit position of the sixth sprite and the first bit of the sixth sprite never shows edit: fixed a bug unrelated to the minikernel that kept one from coming up sprites_minikernel.bin sprites_minikernel.bas Edited September 28, 2014 by bogax 2 Quote Share this post Link to post Share on other sites
Cybearg #2 Posted September 28, 2014 (edited) Woo! Thanks, bogax! That's awesome! I presume that this effectively replaces the score (it seems to be just a jumble), but since one to set and replace those 6 sprite positions from more than the limited few available by replacing the score digits, this would be excellent for adding adventure or RPG elements into a game! Can one use both of your different minikernels, one for displaying dense text (like for character dialog), then switching back to the 6 individually-set symbols for inventory management? Edited September 28, 2014 by Cybearg Quote Share this post Link to post Share on other sites
bogax #3 Posted September 28, 2014 Woo! Thanks, bogax! That's awesome! I presume that this effectively replaces the score (it seems to be just a jumble), but since one to set and replace those 6 sprite positions from more than the limited few available by replacing the score digits, this would be excellent for adding adventure or RPG elements into a game! Can one use both of your different minikernels, one for displaying dense text (like for character dialog), then switching back to the 6 individually-set symbols for inventory management? Yes it uses the score, the scorepointers the aux varables the temp variables and some of the stack variables. It doesn't use temp7 so hopefully bank switching would stiil work. It doesn't use aux1 so maybe playfield heights would still work I've only tried it with the plain vanilla kernel Quote Share this post Link to post Share on other sites