PacManPlus Posted October 24, 2007 Share Posted October 24, 2007 Hi: I was just wondering if anyone was using 'pfread' successfully along with the SC (16kSC) kernel option. I seem to get funny responses when I use it in an 'if' statement. I am assuming that the arguments are the x, y coordinates (in that order). Is the valid 'x' range 1-40 or is it 1-32? What is the valid 'y' range when I am using a pfres of 32? Can I check all 32 (31) lines? Thanks Bob Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted October 24, 2007 Share Posted October 24, 2007 I was just wondering if anyone was using 'pfread' successfully along with the SC (16kSC) kernel option. I seem to get funny responses when I use it in an 'if' statement. I am assuming that the arguments are the x, y coordinates (in that order). Is the valid 'x' range 1-40 or is it 1-32? What is the valid 'y' range when I am using a pfres of 32? Can I check all 32 (31) lines? Good question; I'll check it out tonight and see. Michael Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted October 25, 2007 Share Posted October 25, 2007 I was just wondering if anyone was using 'pfread' successfully along with the SC (16kSC) kernel option. I seem to get funny responses when I use it in an 'if' statement. I am assuming that the arguments are the x, y coordinates (in that order). Is the valid 'x' range 1-40 or is it 1-32? What is the valid 'y' range when I am using a pfres of 32? Can I check all 32 (31) lines? Good question; I'll check it out tonight and see. Michael I just checked out the pfread function when using the Superchip, and it seems to work okay. You are correct about the format being pfread(x,y). The x value can range from 0 to 31, because there are 32 playfield pixels on each row in bB, and they're numbered from 0 to 31. The y value can range from 0 to pfres-1, or 1 less than the pfres value. Without the Superchip (and using the standard kernel), there are 12 playfield rows, so y can be 0 to 11. But with the Superchip, you can have up to 32 playfield rows, so y can be from 0 to 31 (if pfres is set to 32). Michael Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted October 25, 2007 Author Share Posted October 25, 2007 Cool... Thank you very much Michael; I really appreciate the help. I'll check on what I'm doing wrong Bob Quote Link to comment Share on other sites More sharing options...
Fort Apocalypse Posted October 29, 2007 Share Posted October 29, 2007 I'll check on what I'm doing wrong Bob Please post some code so we can check it out. If you're using temp variables, Curtis suggested not using temp1-3 (I had some problems with playfield collision detection which were probably a result of me using them). Quote Link to comment Share on other sites More sharing options...
Fort Apocalypse Posted October 29, 2007 Share Posted October 29, 2007 I'll check on what I'm doing wrong Bob Please post some code so we can check it out. If you're using temp variables, Curtis suggested not using temp1-3 (I had some problems with playfield collision detection which were probably a result of me using them). Also, note you can't use pfread with multisprite kernel. Quote Link to comment Share on other sites More sharing options...
+batari Posted October 29, 2007 Share Posted October 29, 2007 I'll check on what I'm doing wrong Bob Please post some code so we can check it out. If you're using temp variables, Curtis suggested not using temp1-3 (I had some problems with playfield collision detection which were probably a result of me using them). Also, note you can't use pfread with multisprite kernel. You can, but you need to specifically include the module for it. Place inline pfread_msk.asm in the last bank, somewhere outside of your program. (For a 4k game, include will work as well.) Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted October 29, 2007 Author Share Posted October 29, 2007 I'll check on what I'm doing wrong Bob Please post some code so we can check it out. If you're using temp variables, Curtis suggested not using temp1-3 (I had some problems with playfield collision detection which were probably a result of me using them). I figured it out I was using temp1 and temp2 for calculating screen positions Thanks guys! Bob Quote Link to comment Share on other sites More sharing options...
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