I have learned of a few ways tweak the normal 6-digit score, but instead of keeping these to myself until the next release of bB, I thought I'd share what I have now as minikernels so you can use them now. To use them, first disable the normal score with "const noscore=1" and after the bB code and in the last bank, if applicable, place "inline scoreXX.asm" with XX being 33, 42, or 51, depending on which score configuration you wish to use.
Most requested is two 3-digit scores. It's not perfect, as the two scores are on the extreme left and right of the screen, and I don't think there is any other way to pull this off.
I've also worked up a 4+2 and 5+1 arrangement, which might be useful for game selections, level counters, etc. But unlike the 3+3 arrangement, the position of the two scores is not at the extreme left and right, due to a NUSIZ trick I learned about recently. This trick won't work on a 3+3 score.
With any of the score kernels, bB doesn't (yet) know that you're using them, so you don't get two separate score variables. However, it's not hard to work with what's already there. Think of the score as one homogeneous figure that happens to have more space between some digits than others.
For example: With any score, adding 1 to the right score is done with score=score+1. With the 3+3, 4+2 and 5+1 scores, adding 1 to the left score would be done with score=score+1000, 100, or 10 respectively. In other words, adding to the left score will not affect the right score if you place zeros were appropriate. This is also true of the right score unless you allow it to get larger than 999, 99, or 9.
Enjoy!















