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Playfield height?


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#1 yuppicide OFFLINE  

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Posted Mon Jul 28, 2008 8:30 AM

I want to make a playfield that is taller than 32x11. How do I accomplish this? Is 32x24 too much?

I've been trouble getting anything larger than 32x9 to display. It only displays the first nine lines of the playfield.

If I run the AnimatedPlayfield code snippet it displays fine. If I go do my own program it only displays the first 9 lines.

Edited by yuppicide, Mon Jul 28, 2008 8:32 AM.


#2 jwierer OFFLINE  

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Posted Mon Jul 28, 2008 8:56 AM

View Postyuppicide, on Mon Jul 28, 2008 10:30 AM, said:

I want to make a playfield that is taller than 32x11. How do I accomplish this? Is 32x24 too much?

I've been trouble getting anything larger than 32x9 to display. It only displays the first nine lines of the playfield.

If I run the AnimatedPlayfield code snippet it displays fine. If I go do my own program it only displays the first 9 lines.
Try setting

const pfres=32

-Jeff

#3 yuppicide OFFLINE  

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Posted Mon Jul 28, 2008 9:33 AM

The Animated Playfield doesn't use that and it displays larger than 11 lines.

I tried const pfres=32, but it makes the screen all garbled and have a funky score on the bottom. I also tried enabling Superchip and it looks better, but my screen is still screwed up. I don't want to use Superchip anyway.

My code is attached to this.

View Postjwierer, on Mon Jul 28, 2008 10:56 AM, said:

View Postyuppicide, on Mon Jul 28, 2008 10:30 AM, said:

I want to make a playfield that is taller than 32x11. How do I accomplish this? Is 32x24 too much?

I've been trouble getting anything larger than 32x9 to display. It only displays the first nine lines of the playfield.

If I run the AnimatedPlayfield code snippet it displays fine. If I go do my own program it only displays the first 9 lines.
Try setting

const pfres=32

-Jeff

Attached Files



#4 yuppicide OFFLINE  

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Posted Mon Jul 28, 2008 10:10 AM

What I am doing is making a box that will move in and out. I want to have it if you touch the box you die. I'm going to make it later on like the code sample so I can make it go slower and faster, but for now just wanted it to work.

#5 jwierer OFFLINE  

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Posted Mon Jul 28, 2008 12:40 PM

View Postyuppicide, on Mon Jul 28, 2008 11:10 AM, said:

What I am doing is making a box that will move in and out. I want to have it if you touch the box you die. I'm going to make it later on like the code sample so I can make it go slower and faster, but for now just wanted it to work.
Looking at your code, your playfield is actually 20 pixels tall, instead try:

const pfres=21

-Jeff

Edited by jwierer, Mon Jul 28, 2008 12:43 PM.


#6 jwierer OFFLINE  

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Posted Mon Jul 28, 2008 12:42 PM

Also the effect looks a bit better if you use this setting

set kernel_options no_blank_lines

-Jeff

#7 yuppicide OFFLINE  

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Posted Mon Jul 28, 2008 1:52 PM

Yeah, maybe the one I uploaded is 20 high.. I've been fooling with different settings trying to get it to work. I do a pfres of 21 and it looks the best it's ever looked, but it's still all garbled for some reason.

Wow! No blank lines.. great. I never noticed that option and always wondered how people get no lines between rows.

Attached are two screenshots of the garbled output I get in Stella. It keeps r

View Postjwierer, on Mon Jul 28, 2008 1:42 PM, said:

Also the effect looks a bit better if you use this setting

set kernel_options no_blank_lines

-Jeff

Attached Thumbnails

  • 2.jpg
  • 1.jpg


#8 Impaler_26 OFFLINE  

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Posted Mon Jul 28, 2008 4:27 PM

View Postyuppicide, on Mon Jul 28, 2008 5:33 PM, said:

The Animated Playfield doesn't use that and it displays larger than 11 lines.

I tried const pfres=32, but it makes the screen all garbled and have a funky score on the bottom. I also tried enabling Superchip and it looks better, but my screen is still screwed up. I don't want to use Superchip anyway.

My code is attached to this.
There's nothing wrong with your code.I set pfres to 21 and compiled your test-code, works fine for me.
Do you have the latest updates and bugfixes for bB? The links are here (post #134).

Attached Files



#9 yuppicide OFFLINE  

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Posted Mon Jul 28, 2008 7:57 PM

You know I did read about the latest updates/bugfixes, but totally forgot to install any. Thanks. I'll do that when I get to work tomorrow. Actually, I might just install everything at home also and fool around tonight as well.

#10 yuppicide OFFLINE  

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Posted Mon Jul 28, 2008 8:52 PM

I downloaded your file and it works fine. I compiled mine again (with bugfixes and pfres=21) and get garbled output again with funky score.

If I remove any pfres it'll look fine, but only display the first 9 rows of playfield.

Edited by yuppicide, Mon Jul 28, 2008 8:53 PM.


#11 jwierer OFFLINE  

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Posted Mon Jul 28, 2008 9:43 PM

View Postyuppicide, on Mon Jul 28, 2008 9:52 PM, said:

I downloaded your file and it works fine. I compiled mine again (with bugfixes and pfres=21) and get garbled output again with funky score.

If I remove any pfres it'll look fine, but only display the first 9 rows of playfield.
You code also compiles fine for me. Definitely something with your environment. What emulator are you using?

-Jeff

#12 yuppicide OFFLINE  

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Posted Mon Jul 28, 2008 9:46 PM

I have the latest Stella. I followed instructions on Batari Basic website to install everything. I had Crimson Editor installed, but made the switch to Visual Batari Basic.

Maybe I should get rid of the DASM that came with bB and download full?

#13 Random Terrain ONLINE  

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Posted Mon Jul 28, 2008 10:18 PM

I didn't think we could have more rows unless we used the Multisprite Kernel:

http://www.randomter...tml#multikernel

Quote

Although the playfield is limited in many ways, the fact that it is stored in ROM is advantageous in one way. Unlike the standard kernel, you are not limited to just 11 rows — you can use up to 44 rows, and you can set the vertical resolution to suit your needs.


#14 Random Terrain ONLINE  

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Posted Mon Jul 28, 2008 11:43 PM

View Postyuppicide, on Mon Jul 28, 2008 9:52 PM, said:

I downloaded your file and it works fine. I compiled mine again (with bugfixes and pfres=21) and get garbled output again with funky score.

If I remove any pfres it'll look fine, but only display the first 9 rows of playfield.
Are you sure you didn't remove this:

set romsize 8kSC

Without it, I get the same mangled mess you did, but it looks fine with it because it enables Superchip RAM. I skipped over that line when I looked at the code and didn't see that you were using Superchip RAM. No wonder you can have more rows. :dunce:

#15 yuppicide OFFLINE  

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Posted Tue Jul 29, 2008 6:43 AM

Yeah, what had happened at one point I had superchip but wrong pfres. Another point I had correct pfres but no superchip. It's all sorted out now.

#16 yuppicide OFFLINE  

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Posted Tue Jul 29, 2008 6:48 AM

Actually, know what I think my problem was originally?

Maybe this can be fixed in a future version.


having the following will compile, but give you garbled output:

 set romsize 8ksc

having the SC in capital letters compiles and works.

I was just fooling around here at work and noticed it.

Edited by yuppicide, Tue Jul 29, 2008 6:49 AM.





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