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Lynx Homebrew problem (some help from those in the know?)


EmOneGarand

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Hey, posting this here cause well not alot of people read the programming thread..

 

Anyways, I've had some experience with making little demos with BLL, and well I've forgotten some things lol... it's been awhile.

 

My current problem is something that I've scoured my code for over and over again.. can't figure it out (I'm editing my old code for a demo I made using the cv2fighter source, which didn't have the same issue). My problem is that I can't get it to display my background image or any of my sprites after the titlescreen loop is finished, it displays the title fine and everything after that is a blank screen, I checked my draw mode (that was one of the issues I ran into when i first started messing around with BLL) and I don't have a clue what I did or didn't do thats getting me this result.

 

heres, my asm file so far, not alot to it currently but I can't really add anything until I get this draw crap worked out.

 

EDIT: Wont let me attach asm files.. so uploaded in txt..

plutodef.txt

plutodef.zip

Edited by EmOneGarand
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You're letting the CPU drift all over the place with this, you should try to close most of your loops or at least convert your control reads to a subroutine and put them in an external file. Half of your code is set in comment mode, check the original source and see what you changed to understand the issues.

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  • 2 weeks later...
My problem is that I can't get it to display my background image

or any of my sprites after the titlescreen loop is finished...

 

Sorry for the late response, but at first glance

I see a few problems:

 

1) Your null loop, 'aNONE' empties directly into Pause:

 

;**********

aNONE

SWITCHBUF

;---------------------------------------

;what to do if pause is pressed - pause

;---------------------------------------

pause

jmp .pauseloop ;Jump to pause execution loop,

; to pause the game.

;**********

 

This means that your game almost immediately pauses,

which may be what you intended, but seems a little odd

to me. Anyhow, I see a problem with the Pause Sprite

(explained below), so your game immediately pausing

becomes part of the problem as well.

 

Fixed code: You probably want to go back to the READKEY loop,

and wait for the user to press a key:

 

;**********

aNONE

SWITCHBUF

jmp .begin_loop ;My fix addition - CV

 

;---------------------------------------

;what to do if pause is pressed - pause

;---------------------------------------

pause

jmp .pauseloop ;Jump to pause execution loop,

; to pause the game.

;**********

 

2) Secondly, even if the above logic is as you intend it, in

your code, the horizontal and vertical scaling of the pause

sprite isn't implemented properly:

 

;**********

pausecol db 0

pauseSCB dc.b %11000001

dc.b % 00010000

dc.b % 00000000

dc.w 0

dc.w pause_sprite

pause_x dc.w 0

pause_y dc.w 0

;dc.w

;dc.w

dc.b $01,$23,$45,$67,$89,$AB,$CD,$EF

;**********

 

In SCBCTL1 control, you have:

dc.b % 00010000

Which asks for Horizontal and Vertical scaling

reload, but your H and V values are commented

out above. Adding them back in should fix the

problem:

 

Fixed code:

;**********

pausecol db 0

pauseSCB dc.b %11000001

dc.b % 00010000

dc.b % 00000000

dc.w 0

dc.w pause_sprite

pause_x dc.w 0

pause_y dc.w 0

dc.w $100 ;My fix addition - CV

dc.w $100 ;My fix addition - CV

dc.b $01,$23,$45,$67,$89,$AB,$CD,$EF

;**********

 

I think this should solve your problem.

Feel free to let us know when you run

into additional hang-ups in the future.

Edited by Nimtene
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