I wented to check my thread I posted on the Colecovision programming forums and saw that the forums were updating today. It looks nice and I like it. I like the new blog layout, the status update, the chat. It's better. I knew Albert won't go the same route that Gawker site did and simplify everything. I'm a little worried about the spy feature, that updates every few seconds. I think it might going to be a problem and bandwidth thirsty if tons of people come and visit the forums. I shouldn't worry about it, but I do care about this site.
Anyway, I'm happy to see a cool reply from my thread and learn a bit more about the sprite issue and see if someone else has experience the problem and what they did to fix it. I've wondered if Screen-mode 2 Text is a hybrid of Screen mode 1 and Screen mode 2 bitmap. I'm going to work on that tomorrow and set-up several scenes to determine the problem. Staying on that slide for a minute or so did fix the sprites permanently until power off(for 5 or more minute). Even the Mock-up that has full of my artwork, every sprite is in place.
Theory 1: the sprites are grouped by the power of 8
0-7,8-15,16-23,and 24,31. The screen is segmented into 3, due to they hybrid nature of the screenmode2. I think 0-7 should work in the top third of the screen, 8-15 should work in the middle, and 16-23 should work in the last third. 24-31... I'm not sure. I think these order should load properly in those region and the 5th sprite should drop like it should. One of the mock-up that was made for a birthday friend with 14 sprite didn't have any sprite problem.
I'll work on that theory 1 tomorrow, and work on loading graphic data into vram_buffer[52] to reprogram 2 scene since they have too many fill_vram function call to tile graphics, in text adventure. I need to figure out what put_frame is and how to use that.
Good night.
Anyway, I'm happy to see a cool reply from my thread and learn a bit more about the sprite issue and see if someone else has experience the problem and what they did to fix it. I've wondered if Screen-mode 2 Text is a hybrid of Screen mode 1 and Screen mode 2 bitmap. I'm going to work on that tomorrow and set-up several scenes to determine the problem. Staying on that slide for a minute or so did fix the sprites permanently until power off(for 5 or more minute). Even the Mock-up that has full of my artwork, every sprite is in place.
Theory 1: the sprites are grouped by the power of 8
0-7,8-15,16-23,and 24,31. The screen is segmented into 3, due to they hybrid nature of the screenmode2. I think 0-7 should work in the top third of the screen, 8-15 should work in the middle, and 16-23 should work in the last third. 24-31... I'm not sure. I think these order should load properly in those region and the 5th sprite should drop like it should. One of the mock-up that was made for a birthday friend with 14 sprite didn't have any sprite problem.
I'll work on that theory 1 tomorrow, and work on loading graphic data into vram_buffer[52] to reprogram 2 scene since they have too many fill_vram function call to tile graphics, in text adventure. I need to figure out what put_frame is and how to use that.
Good night.



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