+Random Terrain Posted August 29, 2010 Share Posted August 29, 2010 (edited) If we use pfcolors and background, we can change the background color strip behind the score, but that's not helpful if you want to use pfcolors to color rows of playfield pixels. Is there any way to 'hack' bB so that only the strip where the score is can have a different background color from the rest of the screen and have it still be compatible with pfcolors? Thanks. Edited September 8, 2010 by Random Terrain Quote Link to comment Share on other sites More sharing options...
RevEng Posted August 29, 2010 Share Posted August 29, 2010 Try adding this to your last bank... asm minikernel sta WSYNC lda scback sta COLUBK rts end Then in your bB code... rem to set a constant score background color do this... const scback=#$28 rem to assign a variable to the score background color do this... dim scback=z scback=$28 The margin of color above the score is a bit larger than the margin below, due to the bB score setup, but I believe it's the best you can do without modifying the score assembly itself. 1 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted August 29, 2010 Author Share Posted August 29, 2010 Try adding this to your last bank... asm minikernel sta WSYNC lda scback sta COLUBK rts end Then in your bB code... rem to set a constant score background color do this... const scback=$28 rem to assign a variable to the score background color do this... dim scback=z scback=$28 The margin of color above the score is a bit larger than the margin below, due to the bB score setup, but I believe it's the best you can do without modifying the score assembly itself. It works great as long as I use COLUBK in the main loop to tell the program what color the rest of the background should be. The margin difference isn't a big deal. I'm just glad that I can have a different background color down there. Thanks. Quote Link to comment Share on other sites More sharing options...
RevEng Posted August 29, 2010 Share Posted August 29, 2010 ...It works great as long as I use COLUBK in the main loop to tell the program what color the rest of the background should be... Good point! I had that in my quick proof-of-concept, but I forgot to mention it in my post. And you're welcome! Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 7, 2010 Share Posted October 7, 2010 I tried this and I got this as the result: 2600basic_variable_redefs.h (5): error: EQU: Value mismatch. old value: $00f0 new value: $00cc default.bas.asm (1228): error: Illegal Addressing mode 'sta #scback'. bytes of ROM space left 2600basic_variable_redefs.h (3): error: EQU: Value mismatch. old value: $00cc new value: $00f0 2600basic_variable_redefs.h (5): error: EQU: Value mismatch. old value: $00f0 new value: $00cc --> cycle74_HMCLR f07b default.bas.asm (1228): error: Illegal Addressing mode 'sta #scback'. 2600 Basic compilation Failed! What the heck am I doing wrong here? aardvarx.bas Quote Link to comment Share on other sites More sharing options...
Omegamatrix Posted October 7, 2010 Share Posted October 7, 2010 What the heck am I doing wrong here? You're using scback as both a constant and a variable. Look at RT's post again. You're supposed to choose one or the other, but not both. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 7, 2010 Share Posted October 7, 2010 OK, that did it. Sorry. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted October 7, 2010 Author Share Posted October 7, 2010 This has been on the bB page for a while, but I just added a direct link to it: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#scback Quote Link to comment Share on other sites More sharing options...
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