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5 digit score instead of 6 digit score (Remove last digit)


Lewis2907

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8 hours ago, Lewis2907 said:

Thanks that would work. I made a lot of progress on the game. I'm now using javatari and my cell phone to test the game as I'm having weird issues with Stella. 

What kind of weird issues? In general, Stella's emulation is going to be much more accurate than Javatari's.

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Okay; here's the modified Multisprite kernel with the 5-digit score routine. Place multisprite_kernel.asm in the same directory as any project you wish to use it. The example 5digitmultisprite.bas just displays the score, and increments it by 1 every time fire is pressed.

 

multisprite_kernel.asm

5digitmultisprite.bas

5digitmultisprite.bas.bin

 

The .diff file below is just for my own reference in case I need to remember what changes I made for the 5-digit score (feel free to ignore it):

 

5digit_multisprite.diff

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Karl G,

 

The program works great, but when I combine it with the text mini kernel the score jumps back to 6 digits. I'm still playing around with the numbers in side the attached to see if I can remove the 6th digit. Thanks for the fire program as well in the example for the score. I couldn't find my example anywhere in all my files. 

 

1. Works perfect with the titlescreen.

 

2. When you add the text minikernel the score jumps back to 6. I think it's the attached that need adjusting.

 

   a.) "text12a" adjusting "scorecount = 7" to scorecount = 5" does not work, but it will cut the score almost in half if someone is looking for that effect. 

text12a.asm text12b.asm

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7 hours ago, Lewis2907 said:

Karl G,

 

The program works great, but when I combine it with the text mini kernel the score jumps back to 6 digits. I'm still playing around with the numbers in side the attached to see if I can remove the 6th digit. Thanks for the fire program as well in the example for the score. I couldn't find my example anywhere in all my files. 

 

1. Works perfect with the titlescreen.

 

2. When you add the text minikernel the score jumps back to 6. I think it's the attached that need adjusting.

 

   a.) "text12a" adjusting "scorecount = 7" to scorecount = 5" does not work, but it will cut the score almost in half if someone is looking for that effect. 

 

Here's a version that may work - I haven't tested it yet. Let me know if you have any issues.

 

text12a.asm

 

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  • 4 weeks later...

Karl G,

 

For the attached is there a way to manipulate the data to fill in the space. I'm attempting to get it to work on the AFB. I can with other programs if 
I have o to 1 bytes left in each bank. I'm using the below in the other banks. Of course I tried to plug this into the ASM flies and no luck. I'm not sure if there is a way to do this as bank 8 in the multipsrite has 172 bytes left and when doing the below I go over.

 

So I'm thinking adjust / fill the ASM flies to eat up the left over space. 

 

I can't remember what the max amount is below for $37 to be used in each data filler.

 

  data filler_9_1
   $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, 
   $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, 
   $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, 
   $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, 
   $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, 
   $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, 
   $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, 
   $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, 
   $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, 
   $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, 
   $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, 
   $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, 
   $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, 
   $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, 
   $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, 
   $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37, $37
end

 

text12a.asm text12b.asm multisprite_kernel.asm

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I do remember doing filler data like this in empty banks to get the AFP to correctly recognize my game at the time. The trick was from @Mr SQL, and you are using the same value for the filler (55/$37). I believe I only filled up empty banks until I had code of my own to take its place, and then the filler was no longer needed.

 

I'm pretty sure the text minikernel is not going to work on the AFP though for the same reason the bB score doesn't: both use the "early HMOVE" technique to prevent a black bar from appearing on the left side of the screen when the player objects are repositioned. The primitive emulator on the AFP does not correctly emulate this, so the text will appear distorted.

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