+Gemintronic Posted October 30, 2013 Share Posted October 30, 2013 It is written in the Holy Book of Zorgg: A pfheight of zero will actually give a vertical resolution of around 88 rows. However, it doesn't work properly when sprites are on the screen, so it's probably only useful for static displays like title screens. The setting that will give the highest resolution for general-purpose use is pfheight=1. ..and yet look at THIS: lbms002.bin lbms002.bas Is this actually going over cycle or are sprites actually working with pfheight=0 and screenheight=88 now? Notice also I'm using a ROM saving trick of not fully populating the playfield data and using the reflected artifacts to my advantage! UPDATE: Forgot the ROM. Sorry! Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted October 31, 2013 Author Share Posted October 31, 2013 Okay. This is HORRIBLE!! My newest version includes a 2 color meta sprite using player0 and virtual player2 I'm used to manually correcting the placement of sprites when player0 and real player1 overlap. However, NOW the sprite coordinates are going plum loco!! Press fire to move the meta sprite downward and watch the chaos!!! WTF is happening,guys? Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted October 31, 2013 Share Posted October 31, 2013 Try it with pfheight=1 and see if the same thing happens. 1 Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted October 31, 2013 Share Posted October 31, 2013 I haven't done much with pfheights=0 lately, but if I remember correctly it does cause some glitchy behavior with the sprites-- and/or the sprites might cause glitches in the playfield-- which is probably what was meant that "it doesn't work properly when sprites are on the screen." But I don't remember if that was with the standard kernel, multisprite kernel, or both. I see you're using the multisprite kernel, which is a little glitchy in itself. I don't know if any of the old glitches were ever fixed. 1 Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted October 31, 2013 Author Share Posted October 31, 2013 Yeah. It doesn't even display anything on the screen in older versions of bB. Changing it to "const screenheight=80" and "pfheight=1" had the same behavior. Thanks for the look-see I might give up on this multi-sprite kernel. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted October 31, 2013 Author Share Posted October 31, 2013 As an update I think it behaves better without the 6lives.asm mini kernel. Will report back more later.. CONFIRMED: See this topic! http://atariage.com/forums/topic/218131-6livesasm-not-compatible-with-multisprite-kernel-solved/ Quote Link to comment Share on other sites More sharing options...
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