To create the titlescreen graphics, the easiest method is to go to Kirk Israel's site and use the PlayfieldPal tool. Once the playfield is designed, you simply cut and paste the PFData code and overwrite what's already in this sample. Link to PlayfieldPal:
http://www.alienbill...tml?vertsize=96
To change the colors, change the PFLColor and PFRColor tables at the bottom. There are 96 values, one for each line. The last value in the PFRColor table is the top line of the playfield, they go in backwards order from there. Link to Color Chart:
http://www.randomter...html#colorchart
It's actually pretty simple to add this titlescreen to any game, provided you have enough ROM space for it. Here's how the code logic works:
goto titlescreen begin goto GameStart titlescreen <asm code here> <if firebutton is pressed, asm code will jump to a bB subroutine called 'begin'> <end asm code> GameStart put the bB code for your game here.
I've found that the 'begin' subroutine has to immediately precede the asm code, or you'll get 'branch out of range' errors when you compile with bB. Also, if you use the titlescreen outside of bank 1, a few changes have to be made. You have to change the 'BNE .begin' to a 'JMP .begin', the 'begin' subroutine has to be in the same bank as the asm code, and you have to remove the code that clears the TIA registers. I'm not sure why, I just figured that out with trial and error experimentation. It all works as-is if you keep it in bank 1.
This sample uses the titlescreen graphics and colors from CaveIn, and when you press the fire button it jumps to a simple demo game.
Enjoy! I hope someone finds this useful.
Steve
















