bradhig Posted December 29, 2015 Share Posted December 29, 2015 I was changing the playfield in atari 2600 and stella won't save the changed rom when I type save rom in the prompt window and it keeps saying disassembly file is not writable why? The playfiled data is between LFE0A and LFE11 Quote Link to comment Share on other sites More sharing options...
Omegamatrix Posted December 29, 2015 Share Posted December 29, 2015 A screenshot of what you are typing in the debugger would help.... Quote Link to comment Share on other sites More sharing options...
bradhig Posted December 30, 2015 Author Share Posted December 30, 2015 I was changing the binary numbers of the lines with the stars It says the rom was saved but it doesn't appear on my hard drive anywhere and the disassembly is not saveable. Quote Link to comment Share on other sites More sharing options...
Omegamatrix Posted December 30, 2015 Share Posted December 30, 2015 I can't get it to work either. I'm pretty sure it was working at some point... I seem to recall using it before. I will report it in the Stella thread. Edit: Wait I found it. It was in my use profile. So if your name is Brad and you're using windows it would be saving it in: C:\Users\Brad Quote Link to comment Share on other sites More sharing options...
bradhig Posted December 31, 2015 Author Share Posted December 31, 2015 The roms are there but the disassembly didn't save for some reason. Quote Link to comment Share on other sites More sharing options...
Omegamatrix Posted December 31, 2015 Share Posted December 31, 2015 You're correct. I tried it and found the same error. On a hunch that it was a Windows permissions thing, I created a blank file with the exact same name Stella was trying to save the rom as, and placed it in location it was trying to save it to. Then I ran savedis and it worked. Hope that helps. Quote Link to comment Share on other sites More sharing options...
bradhig Posted January 2, 2016 Author Share Posted January 2, 2016 Here are the roms i made. I changed the layout of the screen and pacman slightly. Collision detection is messed up. pacmanb.a26 pacmanb2.a26 Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted January 3, 2016 Share Posted January 3, 2016 This game does not use playfield data for movement boundries (most games don't), but relies on branches to determine which directions are available based on the current kernel section the sprite is in. You might want to start with something easier like Ms.Pac-Man which has the screen boundries fully mapped out. BTW the second binary does not work...the stack pointer is not reset to the end of ram in the cold start routine, so the first subroutine it tries to return from will crash the game. Quote Link to comment Share on other sites More sharing options...
bradhig Posted January 4, 2016 Author Share Posted January 4, 2016 Do you notice how pacman covers the dots when he moves to the left but they are visible in his mouth until he eats them while moving to the right? Can that be fixed? I recently got Sears Tele games Pacman because thats the version we had when I was a kid. My dad waited in line at Sears at Jamestown Mall in St. Louis to buy it. Now Jamestown is closed and waiting for the wrecking ball. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.