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XB Game Developers Package


senior_falcon

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21 hours ago, SteveB said:

Could you send me a version with an increased constant, 2500 or 3000 ?

Here it is XA99 with a max space for 3000 symbols, untested by myself but what can possibly go wrong ;-)

Xa99_35c.zip

 

If I remember correctly it is now the 3rd time I increased the maximum number of symbols. Maybe I must convert that fixed table to something more dynamic with alloc and realloc and add an extra 100 symbol locations every time the assembler runs out symbol space.

 

Edited by F.G. Kaal
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I don't know about other languages, but we are pushing the compiled XB already to the limit at 2000 symbols, 3000 sounds more than sufficient.

 

But my first test got another error:

 

    PASS 2 ERRORS
   *****  VALUE OVERFLOW OR NEGATIVE - 4333

 

I can't locate the error in the list-file. The same code works with version 3.3a

 

I'll send you my code in a direct message.

 

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3 hours ago, SteveB said:

So I could use almost 8kb VRAM in XB256 without worrying? Even with 1k on either side to keep the XB loader safe, this would be 6kB ... amazing!

Some of that depends on what you want to do with the XB loader. If you don't care about returning to XB then you can use it all, and return via the quit key.

If you want to return to XB when the program is done, then you might need to save 50 bytes at the >1820 end, and maybe a little more at the upper end. I'm guessing 100 bytes should be enough.

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It works for me now, thank you!

 

XA99 is such an underrated tool ... for those who don't know it, XA99 is a tiny E/A compatible assembler console-program for the windows PC, making it very easy to script or call from a program like TiCodEd instead of the GUI app ASM994. 

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  • 4 weeks later...

Here is JUWEL7.

 

Juwel7 - Sound lists and compressed data statements can now be used with The Missing Link and they can be used while running in XB or when compiled. The steps to do this are similar to those used in XB256, but there are differences, so there is a file describing how to do this. The folder TMLSOUNDPLAYER has the docs, TML Sound Player and Compress.pdf, and the supporting files TMLCWRITE.OBJ, TMLCWRITC.TXT, TMLSOUNDC.TXT, HMSOUND.OBJ, and HMSOUNDC.TXT
Tursi's sprite flicker routine is now built into the compiler. This can be used with standard XB or with XB256. You can find details on how to use this in the folder named FLICKERROUTINE. I also added HMLOADER to the package, which is something I thought I had done long ago, but in checking back I see that I had not done that.

Also, it is now possible to add your own assembly code to the runtime routines so they are part of the compiled code.

 

I hope that everything is in here. It is really sprawling these days, so it is hard to get it all wrapped up.

 

The latest version of XB 2.9 G.E.M. is included in the package.

 

JUWEL7.zip

Edited by senior_falcon
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A little demo I made which takes use of the modified CALL HCHAR command with the extra parenthesis.  
Due to being able to do something like this;
CALL HCHAR(BX1,BY1,96,1,BX2,BY2,104,1,BX3,BY3,112,1) and so on ...
It really does speed up the HCHAR.  
We have stars that scroll at two different speeds , the balls, and the ground scrolls two different speeds.  This was then compiled but without the new HCHAR it would be clunkier as I'm pushing the TI a little here ;)

No sprites were used, it's all character graphics.  Which means I could improve this demo even further with sprites.  
 

 


 

Edited by Retrospect
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