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Help needed with High Score Cart


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#1 PacManPlus OFFLINE  

PacManPlus

    River Patroller

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  • Location:Naples, Florida

Posted Sun Sep 14, 2008 6:10 PM

Hello, I hope someone can help me.

I have been futzing around for almost a week trying to get a logo to show up on the high score cart. I thought I understood it well enough to implement it but I guess I was wrong.

Here is the code I have:
;  TEMPLATE FOR HSC TABLE
HSCTEMP  .byte	 $00,$00	;ID NUMBER AND TRAILING ZERO
		 .byte	 $00		;DIFFICULTY [7..2] AND PLAYER [1..0]
		 .byte	 $01		;CONTROLLER TYPE
		 .byte	 $00,$00	;WE USE THE LOGO
		 .byte	 <(HSCDIF),>(HSCDIF);POINTER TO DIFFICULTY NAME
		 .byte	 $00,$00	;POINTER TO SCORE
		 .byte	 <(HSCDLL),>(HSCDLL);POINTER TO DLL FOR LOGO
		 .byte	 <(HSCSOUND),>(HSCSOUND);POINTER TO SOUND ROUTINE
		 .byte	 $00		;TIME TO WAIT TILL RETURN

HSCDLL:
		.byte	   $0B,>(NULDLIST),<(NULDLIST);12 BLANK LINES
		.byte	   $0B,>(NULDLIST),<(NULDLIST);12 BLANK LINES
		.byte	   $0B,>(NULDLIST),<(NULDLIST);12 BLANK LINES
		.byte	   $05,>(HSCDL1),<(HSCDL1);5 LINES OF DLL FOR LOGO
		.byte	  $05,>(HSCDL2),<(HSCDL2)
		.byte	  $05,>(HSCDL3),<(HSCDL3)
		.byte	  $05,>(HSCDL4),<(HSCDL4)
		.byte	  $05,>(HSCDL5),<(HSCDL5)
		.byte	   $0B,>(NULDLIST),<(NULDLIST);12 BLANK LINES (SEPERATOR)
		.byte	  $00,$00,$00

; COPY HSCROM1,2,3,4 AND 5 TO HSCDL1,2,3,4 AND 5 IN RAM
HSCROM1:
		.byte   <(HSCSCR1),$60,>(HSCSCR1),$00+$04,$18;SCREEN - PLAY FIELD LINE 1
		.byte   $00,$00,$00
HSCROM2:
		.byte   <(HSCSCR2),$60,>(HSCSCR2),$00+$04,$18;SCREEN - PLAY FIELD LINE 2
		.byte   $00,$00,$00
HSCROM3:
		.byte   <(HSCSCR3),$60,>(HSCSCR3),$00+$04,$18;SCREEN - PLAY FIELD LINE 3
		.byte   $00,$00,$00
HSCROM4:
		.byte   <(HSCSCR4),$60,>(HSCSCR4),$00+$04,$18;SCREEN - PLAY FIELD LINE 4
		.byte   $00,$00,$00
HSCROM5:
		.byte   <(HSCSCR5),$60,>(HSCSCR5),$00+$04,$18;SCREEN - PLAY FIELD LINE 5
		.byte   $00,$00,$00

Here is the RAM section for HSCDL1-5:
HSCDL1	=	 $1AE0
HSCDL2	=	 $1AF0
HSCDL3	=	 $1B00
HSCDL4	=	 $1B10
HSCDL5	=	 $1B20

Here is where the Screen RAM is defined:
HSCSCR1   =	 $1A20
HSCSCR2   =	 $1A40
HSCSCR3   =	 $1A60
HSCSCR4   =	 $1A80
HSCSCR5   =	 $1AA0

hscdl1, hscdl2, hscdl3, hscdl4, and hscdl5 are in ram, and cleared out (zeroed) and an oval-shaped logo is put there via Character Mode. The problem I get is that I get all 'A's in the background ($00, which I'm using as the blank character, is 'A' in the HSC's alphabet). If you look carefully, you will see a 'garbage' oval where the logo should be. So I know it's partially right. :ponder:

BTW, Asteroids uses the DLL in ROM for the HSC so I know that psrt of it is ok. I know the character mode is set right, because it works in-game.

Each Display List is 6 pixels high. I've studied Kenfused's example he gave me a while back. I understand what he did but for the life of me I can't understand why what I did isn't working. I've attached screen shots of what I see.

I hope someone can help. Thanks in advance.

Bob

Attached Thumbnails

  • DSCN0388.JPG
  • DSCN0389.JPG

Edited by PacManPlus, Sun Sep 14, 2008 6:16 PM.


#2 Allan OFFLINE  

Allan

    River Patroller

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  • Location:Wallingford, CT

Posted Sun Sep 14, 2008 6:16 PM

Did you look at the Desert Falcon source code?

Allan

#3 PacManPlus OFFLINE  

PacManPlus

    River Patroller

  • 3,320 posts
  • Location:Naples, Florida

Posted Mon Sep 15, 2008 7:05 AM

Hey Allan:

I had looked at a few examples (DF included), and I figured out that I have to force a DLI at the top of the logo and replace the CHARMODE with the games'. I did see the logo after that, but, I started getting screen jumps in-game for some reason, and it didn't change back to the HSC's CharMode once the logo was finished.

I may just go back to using the TEXT version.

Edited by PacManPlus, Mon Sep 15, 2008 10:32 AM.





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