jrok Posted January 2, 2009 Share Posted January 2, 2009 Is there a way to target playerxpointerhi, playerxpointerlo and playerxheight for virtual sprites 1-5 in batari's multisprite kernel? Thanks in advance, Jarod. Quote Link to comment Share on other sites More sharing options...
jbs30000 Posted January 4, 2009 Share Posted January 4, 2009 A memory map with the variables is Here Scroll down and you'll get to the Multisprite Kernel Memory Map. Hope that helps. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted January 4, 2009 Share Posted January 4, 2009 A memory map with the variables is HereScroll down and you'll get to the Multisprite Kernel Memory Map. Hope that helps. Speaking of that, I just added the ability to jump right to the Multisprite Kernel Memory Map instead of needing to scroll down: http://www.randomterrain.com/atari-2600-me...#multimemorymap If you've been to that page recently, you might need to refresh or hold down Ctrl and hit F5. Quote Link to comment Share on other sites More sharing options...
jrok Posted January 5, 2009 Author Share Posted January 5, 2009 A memory map with the variables is HereScroll down and you'll get to the Multisprite Kernel Memory Map. Hope that helps. Thanks. In the map, it seems the player pointers use the same naming convention as in the standard kernel (i.e. player2pointerlo, player2pointerhi, player2height), and the compiler gives no errors when I target these. However, any adjustments I make to them in my code don't seem to show up in the BIN, while the same adjustments seem to work fine on players 0 and 1 in the standard kernel. Has anyone else noticed this. Cheers, Jarod. Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted January 6, 2009 Share Posted January 6, 2009 A memory map with the variables is HereScroll down and you'll get to the Multisprite Kernel Memory Map. Hope that helps. Thanks. In the map, it seems the player pointers use the same naming convention as in the standard kernel (i.e. player2pointerlo, player2pointerhi, player2height), and the compiler gives no errors when I target these. However, any adjustments I make to them in my code don't seem to show up in the BIN, while the same adjustments seem to work fine on players 0 and 1 in the standard kernel. Has anyone else noticed this. Cheers, Jarod. It works a little bit differently in the multisprite kernel-- largely the same, but just different enough to cause problems if you try to do it exactly the same way as in the standard kernel. I'll review it (it's been a while since I last tried it, so I forget) and then post what the differences are. Michael Quote Link to comment Share on other sites More sharing options...
jrok Posted June 24, 2009 Author Share Posted June 24, 2009 It's been awhile, so I thought I'd bump this. Has anyone been able to successfully target these player pointers in a bB program? Thanks, in advance. Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted June 25, 2009 Share Posted June 25, 2009 It's been awhile, so I thought I'd bump this. Has anyone been able to successfully target these player pointers in a bB program? Thanks, in advance. I was going to post an example of setting the player pointers in the standard kernel (for sharing sprite data), and I meant to include some notes about the multisprite kernel because it's different. I'm not at home right now, but I'll see what I can do when I get home later tonight. Michael Quote Link to comment Share on other sites More sharing options...
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