CurtisP Posted September 3, 2007 Share Posted September 3, 2007 While working on the tutorial I had the idea for a hack to continue drawing PF0 into the score. I changed the code directly after the endkernel label to ; 6 digit score routine stx PF1 stx PF2 ifnconst extendborder stx PF0 endif With this hack in place, the following line will cause the border to extend into the score. const extendborder=1 In addition, when this option is set, PF0 does not need to set every time drawscreen is executed. Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted September 3, 2007 Share Posted September 3, 2007 (edited) It's good to see other people tinkering with modifications this way! But you do need to watch out for two things when modifying the kernel: (1) that you don't mess up any timing; and (2) that you don't mess up any branching (either by altering where page-crossings occur, or by causing branches to become out of range). I don't think your modification has any problems with those things, and you may already be familiar with these sorts of issues, but I wanted to mention this for everyone else's benefit, in case other people get brave enough to start tinkering with modifications of their own. Michael PS -- Another thing to watch out for is that the standard kernel makes heavy use of directives, like the one added here ("ifnconst extendborder"). So if a modification is being made in an area of the kernel that has two or more alternate sections of code (as determined by the directives), then the modification might need to be made in all of the alternate sections. Edited September 3, 2007 by SeaGtGruff Quote Link to comment Share on other sites More sharing options...
CurtisP Posted September 3, 2007 Author Share Posted September 3, 2007 All good points. The kernel can be quite convoluted and hard to follow, so it can take a while to figure out how to make a hack. In this case it was reasonasbly easy: I just did a search in the file for PF0 and only found one occurence. Quote Link to comment Share on other sites More sharing options...
CurtisP Posted September 8, 2007 Author Share Posted September 8, 2007 I've also found 12 cycles available if you aren't using readpaddles, playercolors, or pfcolors. Don't know what to put there, but at least I know it's available. Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted September 9, 2007 Share Posted September 9, 2007 I've also found 12 cycles available if you aren't using readpaddles, playercolors, or pfcolors. Don't know what to put there, but at least I know it's available. Where are the 12 available cycles located? Michael Quote Link to comment Share on other sites More sharing options...
CurtisP Posted September 9, 2007 Author Share Posted September 9, 2007 I've also found 12 cycles available if you aren't using readpaddles, playercolors, or pfcolors. Don't know what to put there, but at least I know it's available. Where are the 12 available cycles located? Line 217 of std_kernel.asm 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.