+Random Terrain Posted February 16, 2015 Share Posted February 16, 2015 I was trying to see what was wrong with a program that somebody was working on and noticed something odd when using set kernel_options player1colors playercolors pfcolors. When both sprites are on the screen, the bottom row gets weird stuff in it when scrolling: scrolling_01.bin scrolling_01.bas Quote Link to comment Share on other sites More sharing options...
RevEng Posted February 18, 2015 Share Posted February 18, 2015 It looks like the issue dates back to the official 1.0. No bright ideas yet. Clearly the timing is messed up in the last playfield line when scrolled, which narrows it down to either the pfcolor list crossing a page boundary, or some other kernel timing issue with those options and the last-line loop. Gotta dig some more another day. 1 Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted February 18, 2015 Share Posted February 18, 2015 Yeah. In Bath Blast I'm pretty sure I adjusted the playfieldpos and turned down the number of playfield rows REAL low to save time - especially if you just need a big, checkered playfield. Quote Link to comment Share on other sites More sharing options...
RevEng Posted February 20, 2015 Share Posted February 20, 2015 Ok, I tracked it down to a page-crossing in the player1color loading. I think it was just an oversight on batari's part, since the code that handles the rest of the PF lines has the same code as my fix. Here's a copy of the kernel. I'll put it in a full bB distribution update this weekend or thereabouts. std_kernel.asm 2 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted February 20, 2015 Author Share Posted February 20, 2015 Thanks! No more scrolling weirdness: scrolling_03.bin scrolling_03.bas 1 Quote Link to comment Share on other sites More sharing options...
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