+atari2600land Posted April 11, 2007 Share Posted April 11, 2007 I'm making a game involving the multisprite kernel, and it compiles OK, but there's this weird message when 2600IDE is finished: What's this mean? And also, can I use the multisprite kernel with an 8k or larger game? educational.bas Quote Link to comment Share on other sites More sharing options...
+batari Posted April 11, 2007 Share Posted April 11, 2007 The MSK does with with bankswitching, but you have to do it a particular way. E.g. for 8k, the first two lines of your program must be: includesfile multisprite_bankswitch.inc set kernel multisprite set romsize 8k Other sizes are similar. Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted April 11, 2007 Share Posted April 11, 2007 I'm making a game involving the multisprite kernel, and it compiles OK, but there's this weird message when 2600IDE is finished: When you assemble a program with DASM, DASM has to make multiple passes through the program as it's changing the assembly statements into machine code, until it's able to resolve all of the label references, etc. A lot of times, DASM starts out thinking that a certain label will correspond to some particular address, but by the time it makes its final pass through the program, that label ends up corresponding to a slightly different address. The message that you're getting is really just an "FYI" or "For Your Information" type of warning, to let you know that this sort of thing has occurred. That is, DASM initially thought that the label called "cycle74_HMCLR" would correspond to address $F07B. Looking at the DASM assembly listing for the program, I see that "cycle74_HMCLR" is actually found at address $F07A, or 1 byte earlier than originally expected. The new batari Basic v1.0 compile batch removes these types of messages from DASM's output, except for the first one. Otherwise, you'd be getting a lot more such messages. If your program works correctly, you can just ignore the message. Michael Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 12, 2007 Author Share Posted April 12, 2007 OK, I've got the game running on 8k with a second game added, but it's a bit buggy with the sound effects. I think the reason why is where I'm calling drawscreen. It's in the math game, starting with the label number_correct. I'd like to get the SFX in the math game the same as in the letters game (clean and no static). Please help! educational8k.bas Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.