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Dynamic Kernel Options?


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#1 MausGames OFFLINE  

MausGames

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Posted Sun Oct 18, 2009 3:24 PM

How would I go about using no_blank_lines for my title screen, but not the rest of my game? If it involves inserting custom lines into the assembly file, that's ok. It would be really nice if kernel options could be defined within any drawscreen loop, but I know that probably isn't practical.

#2 batari OFFLINE  

batari

    )66]U('=I;B$*

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Posted Sun Oct 18, 2009 5:51 PM

View PostMausGames, on Sun Oct 18, 2009 3:24 PM, said:

How would I go about using no_blank_lines for my title screen, but not the rest of my game? If it involves inserting custom lines into the assembly file, that's ok. It would be really nice if kernel options could be defined within any drawscreen loop, but I know that probably isn't practical.
Kernel options build custom code in the kernel, so they only way that would work is if you built two separate kernels. bB currently does not have the ability to build two kernels.

One alternative is to create a 4k standalone binary for the menu, then develop your game separately, leaving one bank completely unused. Then when you have something going, we could explain how to stitch them together.




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