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Next version of bB


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#251 batari OFFLINE  

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Posted Mon Aug 8, 2011 4:07 PM

View PostScumSoft, on Mon Aug 8, 2011 3:47 PM, said:

I think I've read somewhere here where it was being talked about bB.v11d causing compile issues and that using bB.v11c resolved them for now.
This reminds me - did v.11d fix your compile issues you had earlier with extra statements being added to if-thens? I had to guess at what the issue might be and I changed two things in keywords.c, but one of them caused issues with other people's code, so I've reverted that one. If your issue is still there, I may just revert both.

#252 ScumSoft OFFLINE  

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Posted Mon Aug 8, 2011 4:32 PM

Actually it did, sorry I forgot to get back to you on that one :D

#253 Random Terrain ONLINE  

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Posted Mon Aug 8, 2011 6:51 PM

View PostScumSoft, on Mon Aug 8, 2011 3:47 PM, said:

So try what I've attached below, bB.v11c + updated DPCplus.arm + custom2.bin update. No Visual Batari included, just replace your existing Atari2600\bB folder with the contents of this one.
Thanks, that works. No more crashing, but the score bounces when the screen is scrolled. One of the files in link below used to get rid of the bounce:

http://www.atariage....es-to-download/

I'm just not sure if we can use any of those files anymore since bB has changed.


Here's a related post that you might want to check out:

http://www.atariage....63#entry1517363


After looking back, it seems that std_kernel.asm is what we need to look at for fixing the score jitter/bounce. It was fixed at one time, but now the latest version of std_kernel.asm seems to be missing the score jitter fix.

I compared the std_kernel.asm files using WinMerge, but I don't know enough about asm to see where the problem might be.

Edited by Random Terrain, Mon Aug 8, 2011 7:29 PM.


#254 batari OFFLINE  

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Posted Mon Aug 8, 2011 8:27 PM

Here is a new 2600basic.exe with the troublesome change reverted.

Please let me know if this still fixes issues while not crashing with vbB.

If it does work, if you guys want to create another archive with all the latest bB and vbB files, that will be good. What I want to do is create an automated Windows installer including all of these files as admittedly the current way to get a working, up-to-date version of bB running is a bit clunky.

Attached Files



#255 jwierer OFFLINE  

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Posted Mon Aug 8, 2011 11:39 PM

That fixes the problem I had with bB crashing code using colons.

Thanks,
Jeff

#256 Random Terrain ONLINE  

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Posted Tue Aug 9, 2011 1:10 AM

View PostRandom Terrain, on Mon Aug 8, 2011 6:51 PM, said:

After looking back, it seems that std_kernel.asm is what we need to look at for fixing the score jitter/bounce. It was fixed at one time, but now the latest version of std_kernel.asm seems to be missing the score jitter fix.

I compared the std_kernel.asm files using WinMerge, but I don't know enough about asm to see where the problem might be.
Here's an example of the score bounce:

Attached File  scrolling_test_2011y_08m_09d_0251t.bin   4K   26 downloads


Attached File  scrolling_test_2011y_08m_09d_0251t.bas   3.22K   27 downloads

#257 Philsan OFFLINE  

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Posted Tue Aug 9, 2011 7:26 AM

View PostPhilsan, on Thu Aug 4, 2011 3:35 AM, said:

I have to change score color often in my program but if I use
scorecolors:
$0A
$0A
$0A
$0A
$0A
$0A
$0A
$0A
end
more than once the program doesn't compile.

View Postjrok, on Sat Aug 6, 2011 1:38 PM, said:

* Would it be possible to include support for collisions between missile0/1 and a virtual sprite?
* If we aren't using the playfield pixels in our program, is there a way to recover that memory for other uses?
* I noticed that when we use the pfscore option, the pfscore2 bits are mirrored on either side of the score. Not sure if this is a bug or not.
Will it be possible to use pfscore1 as before?

#258 disjaukifa OFFLINE  

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Posted Sun Aug 21, 2011 8:22 PM

Hey Batari,

This is huge, I've just skimmed it, but I need to read it over complete. I've been meaning to re-write my game Atomic Meltdown, and from the looks of this, I now can and add all the features that weren't there before.

I need to refresh myself on my BatariBasic!!!

-Disjaukifa

#259 disjaukifa OFFLINE  

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Posted Mon Aug 22, 2011 8:06 AM

View Postbatari, on Mon Aug 8, 2011 8:27 PM, said:

Here is a new 2600basic.exe with the troublesome change reverted.

Please let me know if this still fixes issues while not crashing with vbB.

If it does work, if you guys want to create another archive with all the latest bB and vbB files, that will be good. What I want to do is create an automated Windows installer including all of these files as admittedly the current way to get a working, up-to-date version of bB running is a bit clunky.

Hey Batari,

Can we get a Mac OS X build of this?

Thanks
Disjaukifa

#260 jbs30000 OFFLINE  

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Posted Sat Oct 29, 2011 9:49 PM

Any idea of when pfread will be implemented? I could really use that. pfscroll would be nice too, but I'd love to have pfread. Is it harder to program than pfpixel?

#261 theloon OFFLINE  

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Posted Mon Dec 19, 2011 10:27 AM

pfread is also my workaround for using the extra space on the Melody board. I heard we could eventually use more of the storage space on the Melody, but only for graphics. If pfread becomes available again I can simply pfread playfield data stored in that extra space and throw it into the stack.

#262 jbs30000 OFFLINE  

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Posted Mon Dec 19, 2011 7:40 PM

Well, if anybody knows the read addresses for the playfield then we could make our own pfread routines as a temporary measure until an official routine is made.

#263 theloon OFFLINE  

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Posted Tue Dec 20, 2011 9:18 AM

View Postjbs30000, on Mon Dec 19, 2011 7:40 PM, said:

Well, if anybody knows the read addresses for the playfield then we could make our own pfread routines as a temporary measure until an official routine is made.

The DPC+ Demo seems to have a clue in DPCPlus.h. I don't have enough assembly knowledge to see how it's implemented in DPCPlus.asm.
http://www.atariage....pc-programming/


;----------------------------------------
; Data Fetcher
;----------------------------------------
; There are 8 Data Fetchers which are used to access data stored in the Display
; Data bank.  Before using, you must point the Data Fetcher at the data to read
; via DFxLOW and DFxHI.  After each read the Data Fetcher will update to point
; to the next byte of data to return.
;
; psuedo code* to point Data Fetcher 1 to the color data
;    lda #<(ColorDataPosition - HowFarDownScreen)
;    sta DF1LOW
;    lda #>(ColorDataPosition - HowFarDownScreen)
;    sta DF1HI
;    ....
; then in the kernel read the Data Fetcher and update the color, takes 7 cycles
;    LDA DF1DATA
;    STA COLUP0
;
; * see DPCplus.asm for actual code
;----------------------------------------
DF0DATA	   DS 1    ; $08
DF1DATA	   DS 1    ; $09
DF2DATA	   DS 1    ; $0A
DF3DATA	   DS 1    ; $0B
DF4DATA	   DS 1    ; $0C
DF5DATA	   DS 1    ; $0D
DF6DATA	   DS 1    ; $0E
DF7DATA	   DS 1    ; $0F





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