SeaGtGruff Posted July 28, 2011 Share Posted July 28, 2011 Could someone (Jurrell?) post a complete folder with new bB version (if possible without personal add-ons). I've tried to upgrade my folder with new bB version but the resulting .bins don't work. By "complete folder" do you mean everything in a single folder instead of divided up into subfolders? Michael Quote Link to comment Share on other sites More sharing options...
+Philsan Posted July 28, 2011 Share Posted July 28, 2011 Michael, I mean a folder with all needed files (divided in subfolders when necessary). For example, ScumSoft posted his folder with Visual bB and previous bB version and it worked well. Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted July 28, 2011 Share Posted July 28, 2011 Michael, I mean a folder with all needed files (divided in subfolders when necessary). For example, ScumSoft posted his folder with Visual bB and previous bB version and it worked well. If you're using Windows, I've just edited the batch file slightly to make Windows happier. Try unzipping the attached file into your existing folder and trying again. Michael 2600bas.zip Quote Link to comment Share on other sites More sharing options...
Dan Iacovelli Posted July 28, 2011 Share Posted July 28, 2011 is this in testing or is it done now Quote Link to comment Share on other sites More sharing options...
+batari Posted July 28, 2011 Author Share Posted July 28, 2011 (edited) If existing source doesn't work, it could be overflowing bank 1. In the demo, all I have is a goto to the next bank. Not much more will fit. Edited July 28, 2011 by batari Quote Link to comment Share on other sites More sharing options...
+Philsan Posted July 28, 2011 Share Posted July 28, 2011 Fred, your demo and my program compile fine, but I get garbage on screen. Therefore I need a working folder with all necessary files. Quote Link to comment Share on other sites More sharing options...
+batari Posted July 28, 2011 Author Share Posted July 28, 2011 (edited) The msdpc.bas I posted was stale. Let me know if this compiles and works. EDIT: does this version work for anyone? msdpc.bas Edited July 28, 2011 by batari Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted July 28, 2011 Share Posted July 28, 2011 (edited) Fred, your demo and my program compile fine, but I get garbage on screen. Therefore I need a working folder with all necessary files. If your program seems to compile fine, but you get garbage on the screen, what cartridge format (romsize) are you using for your program-- is it 8kSC or another Superchip option? If so, you might try changing the game properties in Stella to specify the cartridge type, because "garbage on the screen" is one of the things that can happen if Stella doesn't auto-recognize that your game is a Superchip game. It seems to be a more common problem with 8kSC than with 16kSC or 32kSC. Of course, if you aren't using the Superchip option, then this may not have anything to do with it-- but you might want to manually select the cartridge type in Stella, anyway, just to see if it helps. Michael Edit: PS, can you post a screenshot of what the garbage looks like? Edit #2 -- Never mind, I didn't realize Fred posted a corrected includes file. Edited July 28, 2011 by SeaGtGruff Quote Link to comment Share on other sites More sharing options...
+Philsan Posted July 28, 2011 Share Posted July 28, 2011 (edited) Fred, your new msdpc.bas compiles and works perfectly. Thanks Michael, but we are testing new DPC+ kernel. I think I have to change something in my (attached) LEM programs that worked with bB v1.1c thanks to Jurrell. In fact now I get those messages when I compile it: DASM V2.20.07, Macro Assembler ©1988-2003 free ram: 9 DPC free RAM= bytes of ROM space left in bank 1 bytes of ROM space left in bank 2 bytes of ROM space left in bank 3 bytes of ROM space left in bank 4 bytes of ROM space left in bank 5 bytes of ROM space left in bank 6 bytes of ROM space left in graphics bank free ram: 9 DPC free RAM= 603 -112 bytes of ROM space left in bank 1 1100 bytes of ROM space left in bank 2 3906 bytes of ROM space left in bank 3 3906 bytes of ROM space left in bank 4 1156 bytes of ROM space left in bank 5 3923 bytes of ROM space left in bank 6 3361 bytes of ROM space left in graphics bank free ram: 9 DPC free RAM= 603 -112 bytes of ROM space left in bank 1 segment: 1fd4 eqm vs current org: 2044 L.E.M. DPC+ 3.bas.asm (4055): error: Origin Reverse-indexed. Aborting assembly Errors were encountered during assembly. L.E.M. DPC+ 3.bas Edited July 28, 2011 by Philsan Quote Link to comment Share on other sites More sharing options...
RevEng Posted July 28, 2011 Share Posted July 28, 2011 Hey Phil - it looks like you ran out of space in bank 1. The DPC+ kernel runs out of bank 1, so if you move most of your code out of there to another bank you should be good. Quote Link to comment Share on other sites More sharing options...
ScumSoft Posted July 28, 2011 Share Posted July 28, 2011 (edited) There is only 123 bytes of ROM space left in bank 1 after the update, so move everything critical for startup into bank2 like I mentioned in the PM Philsan, I personally use bank5 for startup code. All the new features might be what is taking up the extra space. I've been making some major changes to EggVenture, and now with these new features I need to go and remove all my amazing collision detection code in favor of this new method it should be much nicer. Thanks for the update! Will let you know what I encounter. [edit] Hmmm, something seems to be off. It's setting to 261 scanlines per frame, and the graphics are majorly skewed. I setup a fresh install of this, so I'm not sure if this is caused by something else or not. [edit2] Okay looks like this is required now before it will work properly. set kernel_options collision(playfield,player1) Edited July 29, 2011 by ScumSoft Quote Link to comment Share on other sites More sharing options...
+Philsan Posted July 28, 2011 Share Posted July 28, 2011 Memory in bank1 is decreased so I put main loop on bank 2 and now my program compiles. But nothing appears. With previous bB version program worked. L.E.M. DPC+ 4.bas Quote Link to comment Share on other sites More sharing options...
jrok Posted July 28, 2011 Share Posted July 28, 2011 (edited) Memory in bank1 is decreased so I put main loop on bank 2 and now my program compiles. But nothing appears. With previous bB version program worked. Hey Philsan, your program needs to make the bank jump to a label in bank 2. Something like: goto StartSetup bank2 rem ***************************************************** rem * BANK 2 rem ***************************************************** bank 2 rem fix for issues running on harmony cart, place right after bank declaration temp1 = temp1 StartSetup rem REQUIRED DPC+ POINTER SETUP rem DF0-3 control PF rem DF4 controls PF colors rem DF6 controls BK colors rem these are all in fractinal increments, DF4 and DF6 should be double the value of DF0-3 rem Currently set to a playfield height of 23 lines tall for ScoreRegion fix DF0FRACINC = 32 DF1FRACINC = 32 DF2FRACINC = 32 DF3FRACINC = 32 DF4FRACINC = 64 DF6FRACINC = 64 ... Otherwise, the kernel is just running and doing nothing. Edited July 28, 2011 by jrok 1 Quote Link to comment Share on other sites More sharing options...
+Philsan Posted July 28, 2011 Share Posted July 28, 2011 Thank you Jarod! Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted July 29, 2011 Share Posted July 29, 2011 While you are fixing things, do you think you'll have time to fix the const pfres=24 bug so we can have a steady 262 scanline count? Quote Link to comment Share on other sites More sharing options...
ScumSoft Posted July 29, 2011 Share Posted July 29, 2011 (edited) Michael, I mean a folder with all needed files (divided in subfolders when necessary). For example, ScumSoft posted his folder with Visual bB and previous bB version and it worked well. Yeah this might also help others who are having trouble getting everything sorted out and working. Latest bB + visual batari build as of 7/29/2011 One thing that wasn't included in batari's update was the updated DPCplus.arm, which caused the playfield bounce to return. I've added it and everything in this build should be the latest. Try this folder and see if everything works for you guys. Edited July 29, 2011 by ScumSoft 1 Quote Link to comment Share on other sites More sharing options...
+Philsan Posted July 31, 2011 Share Posted July 31, 2011 How can I clear playfield (pfclear doesn't work)? Ball and missiles still exist (they appear no more in my program)? Quote Link to comment Share on other sites More sharing options...
ScumSoft Posted August 1, 2011 Share Posted August 1, 2011 I don't think you can at the moment, I would just define a blank playfield and do a drawscreen after calling it. This would blank the playfield. Quote Link to comment Share on other sites More sharing options...
+Philsan Posted August 2, 2011 Share Posted August 2, 2011 Thanks. And regarding missiles and ball, do they still exist? Quote Link to comment Share on other sites More sharing options...
ScumSoft Posted August 2, 2011 Share Posted August 2, 2011 (edited) Yes, however you have to set their sizes before they appear. missile0height = missile1height = ballheight = Edited August 2, 2011 by ScumSoft Quote Link to comment Share on other sites More sharing options...
+Philsan Posted August 4, 2011 Share Posted August 4, 2011 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. Quote Link to comment Share on other sites More sharing options...
jrok Posted August 6, 2011 Share Posted August 6, 2011 (edited) The msdpc.bas I posted was stale. Let me know if this compiles and works. EDIT: does this version work for anyone? I get the following errors when trying to compile the example: C_function 0000 ???? (R ) font 0000 ???? (R ) scorecolor 0000 ???? (R ) player0xcoll 0000 ???? (R ) EDIT: I think it's because I some older modified asm that was being included from my source folder. Haven't figured out which one yet, but when I compiled from a fresh folder with no includes it worked just fine Edited August 6, 2011 by jrok Quote Link to comment Share on other sites More sharing options...
jrok Posted August 6, 2011 Share Posted August 6, 2011 (edited) Here is the latest build. It fixes many of the issues that have been reported since the last release, and adds some requested features in DPC+. I added: multiple player definitions (untested) pfpixel, pfvline and pfhline Collision detection: * Pixel-perfect collision(player#,player#) where # is 0-9, for any two real or virtual player sprites (doesn't support NUSIZ changes yet, sorry.) * A kernel_option controls an in-kernel read of a standard hardware collision register (example: set kernel_options collision(player1,playfield) will return the y-coordinate where the first such collision occurs, so you can later figure out what sprite it was.) Value is returned in temp4 after a drawscreen. Smooth scroll in from left or right (upper two bits of NUSIZ control this.) There is more, and I'll expand on that later. This is great, Fred. Thanks! A couple of questions: * 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. Edited August 6, 2011 by jrok Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted August 8, 2011 Share Posted August 8, 2011 Try this folder and see if everything works for you guys. Thanks for putting it together, but I just tried it and after setting up VbB and restarting, when I try to compile an older, normal program with it, the compiler crashes and VbB crashes not too long after that. I've tried multiple times with different .bas files, but the compiler still crashes and so does VbB soon after. I thought I'd try what you uploaded because I've been working on a scrolling example program and although batari said that bBWin7_64bit.zip was the most up-to-date, the score is bouncing again. If I remember correctly, the bouncing went away using the random fixes posted here: http://www.atariage.com/forums/topic/133529-updated-bb-files-to-download/ Now I don't know what version to use or what random files I should be replacing. Question: Does anybody know what files I can safely apply from the 2008 update thread to bBWin7_64bit.zip without screwing things up? Thanks. Quote Link to comment Share on other sites More sharing options...
ScumSoft Posted August 8, 2011 Share Posted August 8, 2011 (edited) I'm not sure what might be causing the crashes for you, most everything seem to compile fine on my end. Would you mind attaching a .bas which doesn't compile so I could have a look? The playfield bouncing is caused by older DPCplus.arm versions, get the latest from the package I attached (can't find where Batari originally posted the file right now) it is the same one Batari posted which fixed this problem. 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. 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. [edit]by the by, the bBWin7_64bit.zip was upto date when it was posted, however all the new releases are newer than that one and x64 compatible, from bB.v11B onwards I believe. Atari2600_2011_08_08_144525.zip Edited August 8, 2011 by ScumSoft Quote Link to comment Share on other sites More sharing options...
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