chickenxhat Posted August 15, 2013 Share Posted August 15, 2013 (edited) i've read as much as I can find regarding multicolored backgrounds (not playfields) using kernel_option background. but.. it doesn't work. what am I missing? code: set kernel_options pfcolors background const noscore = 1 player0x = 35 : player0y = 27 player1x = 115 : player1y = 27 player0: %00000000 %00000000 %00000000 %01010101 %11111111 %00101010 %00000000 %00000000 end player1: %00000000 %00000000 %00000000 %01010101 %11111111 %00101010 %00000000 %00000000 end __Main_Loop COLUBK = $D8 COLUP0 = $44 COLUP1 = $94 pfcolors: $D0 $D0 $D0 $D0 $D0 $D2 $F2 $D2 $D0 $D0 $D0 $D0 end playfield: XXXXXX...XXXXXXXXXXXXXX...XXXXXX XXXX.......XXXXXXXXXX.......XXXX XXX.........XXXXXXXX.........XXX XXXX.......XXXXXXXXXX.......XXXX XXXXXXX.XXXXXXXXXXXXXXXX.XXXXXXX ................................ XXXXXXXXXXXXXXX.XXXXXXXXXXXXXXXX XXXXXXXXXXXX.......XXXXXXXXXXXXX XXXXXXXXXXX.........XXXXXXXXXXXX XXXXXXXXXXXX.......XXXXXXXXXXXXX XXXXXXXXXXXXXX...XXXXXXXXXXXXXXX end drawscreen goto __Main_Loop Edited August 15, 2013 by chickenxhat Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted August 15, 2013 Share Posted August 15, 2013 I haven't tried your code yet to see what's wrong, but I thought I'd mention that you can move some of those things to before the loop begins-- namely COLUBK, pfcolors, and playfield-- because they don't need to be performed during the loop. Quote Link to comment Share on other sites More sharing options...
RevEng Posted August 15, 2013 Share Posted August 15, 2013 I don't have time to try myself, but it looks like you're using an invalid kernel_options combination. Check out the chart at RT's website, specifically looking at lines that have "backround" enabled, near the bottom of the chart. There aren't any lines in the chart with just "background" and "pfcolors" enabled. You need to pick one of the chart lines and enable all of the options in it. Quote Link to comment Share on other sites More sharing options...
chickenxhat Posted August 19, 2013 Author Share Posted August 19, 2013 (edited) thanks for the input, guys. attached is my latest, and with the use of multisprite kernel, i've abandoned the color method. i've now got several sprites on screen doing a couple different things. when the wasps move off screen, sometimes it seems that the scanline count increases (assumption) because it looks like it jumps or rolls. trying to track down why. with my next gameplay mechanic i'd like to have the player bees pick up missile (nectar? pollen? whatever.) objects and carry them back to the hive. the code shows my current attempt at this, but it definitely isn't working. it checks for collision && joyXfire and is supposed to set the missile's coordinates to follow underneath the player. as soon as this takes effect the objects are no longer colliding. error! beehive.bas Edited August 19, 2013 by chickenxhat Quote Link to comment Share on other sites More sharing options...
RetroFiends Posted August 20, 2013 Share Posted August 20, 2013 (edited) In stella if you press alt+L it'll show you the scanlines per second. For ntsc you should be at 262 iirc. Any more than that and you have a problem and you need to optimize your code. Edited August 20, 2013 by RetroFiends Quote Link to comment Share on other sites More sharing options...
bogax Posted August 21, 2013 Share Posted August 21, 2013 thanks for the input, guys. attached is my latest, and with the use of multisprite kernel, i've abandoned the color method. i've now got several sprites on screen doing a couple different things. when the wasps move off screen, sometimes it seems that the scanline count increases (assumption) because it looks like it jumps or rolls. trying to track down why. I think you need to limit the sprites to the playfield (better) the flowers aren't animated are they? so you can take their definitions out of the loop Quote Link to comment Share on other sites More sharing options...
chickenxhat Posted August 22, 2013 Author Share Posted August 22, 2013 excellent, will adjust. thanks! so.. no one here versed in action game stuff where your sprite is made to collect an item physically and manipulate it? Quote Link to comment Share on other sites More sharing options...
bogax Posted August 22, 2013 Share Posted August 22, 2013 excellent, will adjust. thanks! so.. no one here versed in action game stuff where your sprite is made to collect an item physically and manipulate it? so when the bee picks up an object set a flag for that bee + that object then if the bee moves and the flag is set moves move the object at the same time in the same way or copy the bee's position (probably with an offset) to the objects position clear the flag to let loose of the object Quote Link to comment Share on other sites More sharing options...
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