PacManPlus Posted September 15, 2008 Share Posted September 15, 2008 (edited) Hello, I hope someone can help me. I have been futzing around for almost a week trying to get a logo to show up on the high score cart. I thought I understood it well enough to implement it but I guess I was wrong. Here is the code I have: ; TEMPLATE FOR HSC TABLE HSCTEMP .byte $00,$00 ;ID NUMBER AND TRAILING ZERO .byte $00 ;DIFFICULTY [7..2] AND PLAYER [1..0] .byte $01 ;CONTROLLER TYPE .byte $00,$00 ;WE USE THE LOGO .byte <(HSCDIF),>(HSCDIF);POINTER TO DIFFICULTY NAME .byte $00,$00 ;POINTER TO SCORE .byte <(HSCDLL),>(HSCDLL);POINTER TO DLL FOR LOGO .byte <(HSCSOUND),>(HSCSOUND);POINTER TO SOUND ROUTINE .byte $00 ;TIME TO WAIT TILL RETURN HSCDLL: .byte $0B,>(NULDLIST),<(NULDLIST);12 BLANK LINES .byte $0B,>(NULDLIST),<(NULDLIST);12 BLANK LINES .byte $0B,>(NULDLIST),<(NULDLIST);12 BLANK LINES .byte $05,>(HSCDL1),<(HSCDL1);5 LINES OF DLL FOR LOGO .byte $05,>(HSCDL2),<(HSCDL2) .byte $05,>(HSCDL3),<(HSCDL3) .byte $05,>(HSCDL4),<(HSCDL4) .byte $05,>(HSCDL5),<(HSCDL5) .byte $0B,>(NULDLIST),<(NULDLIST);12 BLANK LINES (SEPERATOR) .byte $00,$00,$00 ; COPY HSCROM1,2,3,4 AND 5 TO HSCDL1,2,3,4 AND 5 IN RAM HSCROM1: .byte <(HSCSCR1),$60,>(HSCSCR1),$00+$04,$18;SCREEN - PLAY FIELD LINE 1 .byte $00,$00,$00 HSCROM2: .byte <(HSCSCR2),$60,>(HSCSCR2),$00+$04,$18;SCREEN - PLAY FIELD LINE 2 .byte $00,$00,$00 HSCROM3: .byte <(HSCSCR3),$60,>(HSCSCR3),$00+$04,$18;SCREEN - PLAY FIELD LINE 3 .byte $00,$00,$00 HSCROM4: .byte <(HSCSCR4),$60,>(HSCSCR4),$00+$04,$18;SCREEN - PLAY FIELD LINE 4 .byte $00,$00,$00 HSCROM5: .byte <(HSCSCR5),$60,>(HSCSCR5),$00+$04,$18;SCREEN - PLAY FIELD LINE 5 .byte $00,$00,$00 Here is the RAM section for HSCDL1-5: HSCDL1 = $1AE0 HSCDL2 = $1AF0 HSCDL3 = $1B00 HSCDL4 = $1B10 HSCDL5 = $1B20 Here is where the Screen RAM is defined: HSCSCR1 = $1A20 HSCSCR2 = $1A40 HSCSCR3 = $1A60 HSCSCR4 = $1A80 HSCSCR5 = $1AA0 hscdl1, hscdl2, hscdl3, hscdl4, and hscdl5 are in ram, and cleared out (zeroed) and an oval-shaped logo is put there via Character Mode. The problem I get is that I get all 'A's in the background ($00, which I'm using as the blank character, is 'A' in the HSC's alphabet). If you look carefully, you will see a 'garbage' oval where the logo should be. So I know it's partially right. BTW, Asteroids uses the DLL in ROM for the HSC so I know that psrt of it is ok. I know the character mode is set right, because it works in-game. Each Display List is 6 pixels high. I've studied Kenfused's example he gave me a while back. I understand what he did but for the life of me I can't understand why what I did isn't working. I've attached screen shots of what I see. I hope someone can help. Thanks in advance. Bob Edited September 15, 2008 by PacManPlus Quote Link to comment Share on other sites More sharing options...
+Allan Posted September 15, 2008 Share Posted September 15, 2008 Did you look at the Desert Falcon source code? Allan Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted September 15, 2008 Author Share Posted September 15, 2008 (edited) Hey Allan: I had looked at a few examples (DF included), and I figured out that I have to force a DLI at the top of the logo and replace the CHARMODE with the games'. I did see the logo after that, but, I started getting screen jumps in-game for some reason, and it didn't change back to the HSC's CharMode once the logo was finished. I may just go back to using the TEXT version. Edited September 15, 2008 by PacManPlus Quote Link to comment Share on other sites More sharing options...
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