+Lewis2907 Posted April 18, 2021 Share Posted April 18, 2021 Is there a way to remove the last digit? I want to make the score look centered. I'm trying to do this in the multisprite kernel, thanks. Quote Link to comment Share on other sites More sharing options...
+Karl G Posted April 18, 2021 Share Posted April 18, 2021 If you are okay with a customized multisprite kernel then I could likely make one for you that doesn't display the last digit, and shifts the remaining values appropriately. Quote Link to comment Share on other sites More sharing options...
+Lewis2907 Posted April 18, 2021 Author Share Posted April 18, 2021 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. Quote Link to comment Share on other sites More sharing options...
+Karl G Posted April 19, 2021 Share Posted April 19, 2021 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. Quote Link to comment Share on other sites More sharing options...
+Lewis2907 Posted April 19, 2021 Author Share Posted April 19, 2021 It jumps and crashes really bad. It's horrible. I may try a reinstall on everything. It just started once I had time to pick up playing around with Bb. Quote Link to comment Share on other sites More sharing options...
+Karl G Posted April 19, 2021 Share Posted April 19, 2021 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 1 Quote Link to comment Share on other sites More sharing options...
+Lewis2907 Posted April 19, 2021 Author Share Posted April 19, 2021 Thanks. I will try it out when I get off work today. Quote Link to comment Share on other sites More sharing options...
+Lewis2907 Posted April 19, 2021 Author Share Posted April 19, 2021 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 Quote Link to comment Share on other sites More sharing options...
+Lewis2907 Posted April 19, 2021 Author Share Posted April 19, 2021 21 hours ago, Karl G said: What kind of weird issues? In general, Stella's emulation is going to be much more accurate than Javatari's. For stella I was using 32x vice 64x as I have a new laptop. Works like normal now. 1 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted April 19, 2021 Share Posted April 19, 2021 Yeah, for reasons too dull to bother to explain, the text minikernel has its own copy of the score routine, so that will need to be customized as well. I'll post a customized version of that, too, tonight or tomorrow. Quote Link to comment Share on other sites More sharing options...
+Lewis2907 Posted April 20, 2021 Author Share Posted April 20, 2021 23 hours ago, Karl G said: Thanks. Also are there any ASM for beginners. I'm starting to see I need to learn this as well. Quote Link to comment Share on other sites More sharing options...
+Karl G Posted April 20, 2021 Share Posted April 20, 2021 46 minutes ago, Lewis2907 said: Thanks. Also are there any ASM for beginners. I'm starting to see I need to learn this as well. I have one of those, too! ? I made a Minikernel Developer's Guide aimed at people who know bB, but want to branch out (as it were) into assembly. 1 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted April 20, 2021 Share Posted April 20, 2021 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 Quote Link to comment Share on other sites More sharing options...
+Lewis2907 Posted April 20, 2021 Author Share Posted April 20, 2021 Thanks. I will try it later today. Quote Link to comment Share on other sites More sharing options...
+Lewis2907 Posted May 17, 2021 Author Share Posted May 17, 2021 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 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted May 17, 2021 Share Posted May 17, 2021 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. Quote Link to comment Share on other sites More sharing options...
+Lewis2907 Posted May 17, 2021 Author Share Posted May 17, 2021 Thanks. I will adjust it around some today the game. I basically completed it based upon what I know can do. Hopefully they will make a better AFP or a way to upgrade the emulator using the SD card slot. 1 Quote Link to comment Share on other sites More sharing options...
+Lewis2907 Posted May 17, 2021 Author Share Posted May 17, 2021 I noticed that using just 32K works with AFB vice 32kSC. Plus it gave me way more space. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.