+Gemintronic Posted May 4, 2012 Share Posted May 4, 2012 (edited) When I try to use a ROM size above 4k the screen either blanks or goes blitzkrieg bamboozlebarf. The trouble with keeping the game within 4k is that the Title Screen Kernel loses its proper colors. All the samples of Player Scores Minikernel have been 4k so I've got nothing to compare to. The included project file is set to 4k and works albeit with wacked out colors in the title screen. The moment you change the code to multi-bank the screen dun work right. Of course, to change over to multi bank set romsize 4k needs to be changed to set romsize 8k gosub titledrawscreen becomes gosub titledrawscreen bank2 asm include "titlescreen/asm/titlescreen.asm" end changes to bank 2 asm include "titlescreen/asm/titlescreen.asm" end Any clues guys? MMSBC4k.zip Edited May 6, 2012 by theloon Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted May 6, 2012 Author Share Posted May 6, 2012 (edited) Sorry for the bump but I don't think this has a solution. Lodmot already had a topic where he too had issues with multi-bank and the player scores mini kernel with no replies. CurtisP (maker of the mini kernel) hasn't logged in since last March. I strongly suspect this mini kernel can't handle multi-bank programs. Maybe R.T. can put a note in his reference so this question doesn't pop up again. I guess in the future the solution may be to "fake" two player scores by adding a "space" character to the normal scores font and manually updating the far left and far right digits. Yucky. Edited May 6, 2012 by theloon Quote Link to comment Share on other sites More sharing options...
RevEng Posted May 6, 2012 Share Posted May 6, 2012 It can work with multi-bank roms, but you need to use the addbcd and subbcd functions in the same bank that you do the "inline bcd_math.asm" in. Here's a working 16k bas and bin of your game, along with the bas for a 8k playerscores demo. mmsbc16k.bas mmsbc16k.bas.bin playerscores-8k.bas Its also worth mentioning that you can skip bcd_math and the bcd functions if you do something like the following whenever you modify a player score variable... asm sed ; set decimal mode end player0score=player0score+1 asm cld ; clear decimal mode end Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted May 6, 2012 Author Share Posted May 6, 2012 Once again I am blindsided by the obvious. I was treating includes and inline assembly like built-in bB commands. Big thanks for this one RevEng! The big shocker is that I actualy understand what the heck your assembly example is doing. I guess bB really IS a gateway drug to assembly. hmmn.. 1 Quote Link to comment Share on other sites More sharing options...
RevEng Posted May 6, 2012 Share Posted May 6, 2012 Not that obvious at all. Its not like you get a warning or error with this kind of mistake... you just get a binary that doesn't work. Excellent that you understood the decimal mode setting, and there's definitely learning by osmosis that goes on with bB coding! Quote Link to comment Share on other sites More sharing options...
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