+Muddyfunster Posted July 30, 2022 Share Posted July 30, 2022 Mike, Thanks for the update! I have a question : 20 hours ago, RevEng said: The main reason for putting this release out was to get pokey *without auto-detection* support in everybody's hands, since auto-detection is causing a bit of heartache with some hardware Would recompiling with this latest 7800basic build help with Keystone and A.R.T.I. running on concerto. Would it help to set the pokey to a specific option? (I'm thinking about the missing POKEY being reported). Thanks! Quote Link to comment Share on other sites More sharing options...
RevEng Posted July 30, 2022 Author Share Posted July 30, 2022 1 hour ago, Muddyfunster said: Would recompiling with this latest 7800basic build help with Keystone and A.R.T.I. running on concerto. Would it help to set the pokey to a specific option? (I'm thinking about the missing POKEY being reported). Hey Lewis, it would indeed help. The pokey@450 in concerto is write-only, so the 7800basic auto-detect routine can only fail. Setting the pokey address explicitly skips the auto-detect routine and enables the pokey, without actually trying to read from it. 1 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted July 30, 2022 Share Posted July 30, 2022 @RevEng Thanks for the update Mike ??? @Muddyfunster Lewis - I might need to make some changes to the pokey engine for Bobby's stuff to make sure whatever changes Mike made are reflected. Will do that in the morning. 2 1 Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted July 30, 2022 Share Posted July 30, 2022 Thanks Gents, appreciate the update! Quote Link to comment Share on other sites More sharing options...
+mksmith Posted August 1, 2022 Share Posted August 1, 2022 @Muddyfunster @darryl1970 @RevEng Lewis & Darryl - please find attached an updated pokeysound.asm file for your projects (7800basic v0.20). I've done some testing and 144k projects all ok! and for 128kRAM projects you will still need to use the SKIPINITFORCONCERTO flag and change the header (see notes in file) - fingers crossed for proper Concerto support here eventually. Please note that whatever you set your 'set pokeysupport xxx' as make sure to set the corresponding 'dim POKEYADR xxx' entry to the same ($450). Also 'set pokeysupport on' is not compiling for some reason in this version currently. Eventually I'd like to try and remove the requirement for the 'dim' entry and rely on the detection so will play around with that at some stage. pokeysound.asm 3 2 Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted August 1, 2022 Share Posted August 1, 2022 Thanks Matt, appreciate the update! I'll let you know how it goes. 1 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted September 19, 2022 Share Posted September 19, 2022 I seem to be having an issue with sound priority when I force TIA sounds to a single channel. The way I figure it should work is that if a higher priority sound is playing on that channel, then a lower-priority one should not play until the channel is free, and also a lower-priority sound should never interrupt a higher-priority one. I made a tiny demo that plays a high-priority sound (priority=$FF) every second, and a low-priority sound (priority=0) only when fire is pressed. My expectation would be that I would hear the high-priority sound every second regardless of how much or little the fire button is pressed. What happens is that if I hit fire fast enough (or hold down the button) then I don't hear the other sound. So is this a bug or a user error? soundpriority.78b soundpriority.78b.a78 1 Quote Link to comment Share on other sites More sharing options...
RevEng Posted September 20, 2022 Author Share Posted September 20, 2022 16 hours ago, Karl G said: So is this a bug or a user error? I had a look, and it looks like it doesn't run through priority checks in mono mode. I'll update that when I get a chance. 1 1 Quote Link to comment Share on other sites More sharing options...
Ecernosoft Posted October 4, 2022 Share Posted October 4, 2022 On 7/30/2022 at 7:30 AM, Muddyfunster said: Mike, Thanks for the update! I have a question : Would recompiling with this latest 7800basic build help with Keystone and A.R.T.I. running on concerto. Would it help to set the pokey to a specific option? (I'm thinking about the missing POKEY being reported). Thanks! If you are worried about missing POKEY stuff I can help you, BUT I can only code in ASM. Do you want me to write you something @Muddyfunster? However it would need to be tommorrow as it's 8:18 where I live. Quote Link to comment Share on other sites More sharing options...
Ecernosoft Posted October 4, 2022 Share Posted October 4, 2022 On 2/28/2014 at 11:51 PM, RevEng said: Welcome to the official 7800basic release thread! To download the latest version of 7800basic, visit the 7800basic github release page. Additional info may be found at the 7800basic page of the 7800 Development Wiki. Random Terrain has provided an online version of the 7800basic guide. Please report any issues, errors, etc., in this thread. If this language is going to be useful, bug-free, and a pleasure to use, it's going to be through shared collaboration. And most of all, lets use this language to make some new kick-ass games for our all too often overlooked platform. You can't be more correct. Quote Link to comment Share on other sites More sharing options...
Ecernosoft Posted October 4, 2022 Share Posted October 4, 2022 On 2/28/2014 at 11:51 PM, RevEng said: Welcome to the official 7800basic release thread! To download the latest version of 7800basic, visit the 7800basic github release page. Additional info may be found at the 7800basic page of the 7800 Development Wiki. Random Terrain has provided an online version of the 7800basic guide. Please report any issues, errors, etc., in this thread. If this language is going to be useful, bug-free, and a pleasure to use, it's going to be through shared collaboration. And most of all, lets use this language to make some new kick-ass games for our all too often overlooked platform. You can't be more correct. Quote Link to comment Share on other sites More sharing options...
+darryl1970 Posted November 3, 2022 Share Posted November 3, 2022 When using the VSCode Extension, I am unable to open the Sprite Editor. I get this message: Is there some sort of cache that needs cleared? I don't want to mess everything up. Do you know @mksmith? Thanks, Darryl PS: .Net just updated. I wonder if something is blocked.. 1 Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted November 4, 2022 Share Posted November 4, 2022 I think the latest VSCode update might have broken that. 2 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted November 4, 2022 Share Posted November 4, 2022 Just seeing if I can update my version @darryl1970 1 Quote Link to comment Share on other sites More sharing options...
Ecernosoft Posted November 8, 2022 Share Posted November 8, 2022 On 2/28/2014 at 11:51 PM, RevEng said: Welcome to the official 7800basic release thread! To download the latest version of 7800basic, visit the 7800basic github release page. Additional info may be found at the 7800basic page of the 7800 Development Wiki. Random Terrain has provided an online version of the 7800basic guide. Please report any issues, errors, etc., in this thread. If this language is going to be useful, bug-free, and a pleasure to use, it's going to be through shared collaboration. And most of all, lets use this language to make some new kick-ass games for our all too often overlooked platform. Nice! Quote Link to comment Share on other sites More sharing options...
+Karl G Posted November 9, 2022 Share Posted November 9, 2022 Documentation note: the "playsfx" command makes reference to "mutesfx", but does not give the syntax of the command. "mutesfx" also does not have its own entry. I was able to figure out via the source code that "mutesfx" should be followed by "TIA" or "POKEY", but I thought I'd report this as a documentation errata. 2 1 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted November 16, 2022 Share Posted November 16, 2022 I found an obscure corner-case bug with for loops. It only seems to happen when: The range is from 0 to 0 The ending number is a variable The loop goes backwards (step -1) In this case, it should execute the loop contents once. Instead, it never completes. This may seem like a totally useless and irrelevant corner-case, but it can happen with inner loops where the range of the for loop decreases with each iteration. Here's a small example program that demonstrates the problem. The background would be set to white if it ever got past the initial for loop, but it never does. Edit: I've confirmed this bug exists in bB as well, so maybe I'll try my hand at fixing it myself. for_bug.78b 4 Quote Link to comment Share on other sites More sharing options...
RevEng Posted November 16, 2022 Author Share Posted November 16, 2022 Thanks Karl, Due to it being an edge case that's easily worked around in game code, it's probably better to just document it as a limitation. I don't think the extra rom and cycles are warranted. 2 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted November 18, 2022 Share Posted November 18, 2022 If you are using the dmahole command in a non-bankswitched game, is there any way to end the dmahole code and go back to the main code area? Presumably one could not end it with a bank command for a non-bankswitched ROM? Putting it the appropriate distance from the end of the file works okay, but just wanted to know if there was another option. Quote Link to comment Share on other sites More sharing options...
RevEng Posted November 18, 2022 Author Share Posted November 18, 2022 55 minutes ago, Karl G said: If you are using the dmahole command in a non-bankswitched game, is there any way to end the dmahole code and go back to the main code area? Presumably one could not end it with a bank command for a non-bankswitched ROM? Putting it the appropriate distance from the end of the file works okay, but just wanted to know if there was another option. Dasm isn't able to seek around in the rom like that - it can jump forward, but jumping backward in between two previously filled areas doesn't work right - so I have no way to implement that. 1 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted November 21, 2022 Share Posted November 21, 2022 When using loadmemory/savememory for saving of scores and the like, what is the "proper" way to determine if that space needs to be initialized? For AtariVox/SaveKey I would check for a byte value of $FF, but I didn't know if that would apply to the High Score Cart as well. Quote Link to comment Share on other sites More sharing options...
RevEng Posted November 21, 2022 Author Share Posted November 21, 2022 With the 7800basic high score code, or with loadmemory/savememory, a new slot will automatically be initialized with 0's. You won't run into FF fill for either savekey or hsc. 1 Quote Link to comment Share on other sites More sharing options...
RevEng Posted December 29, 2022 Author Share Posted December 29, 2022 I dropped a new v0.21 7800basic release at github. Changes include... Bankset support added Hi-Score controller callback functions added, to allow score entry with non-joystick controllers. Keypad driver updated to allow for slower-than-spec keypads SNES control driver updated to recover from sync loss bugfix: allow pokey sfx to change pitch docfix: documented 0 to 0 decrementing loop edge case docfix: mutesfx added to docs I wanted to level-set 7800basic and get banksets out into developer hands, but I'm planning to put out another release in the next month or so, to add RMT pokey tracker support. 4 6 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted December 29, 2022 Share Posted December 29, 2022 You had me a the first bullet point. 3 2 Quote Link to comment Share on other sites More sharing options...
Trebor Posted December 30, 2022 Share Posted December 30, 2022 8 hours ago, RevEng said: I dropped a new v0.21 7800basic release at github. Changes include... Bankset support added Hi-Score controller callback functions added, to allow score entry with non-joystick controllers. Keypad driver updated to allow for slower-than-spec keypads SNES control driver updated to recover from sync loss bugfix: allow pokey sfx to change pitch docfix: documented 0 to 0 decrementing loop edge case docfix: mutesfx added to docs I wanted to level-set 7800basic and get banksets out into developer hands, but I'm planning to put out another release in the next month or so, to add RMT pokey tracker support. Thank you for continuing to update 7800basic - especially the availability of bankset support. Attack of the Petscii Robots speaks volumes. Arguably the gold standard of all the ports, considering how much was 'borrowed' from it and incorporated into the other platforms. Nevertheless, Bankset is such a wonderful and awesome technique to add to the 7800 platform arsenal. 3 1 Quote Link to comment Share on other sites More sharing options...
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