Captain Spazer Posted September 11, 2016 Share Posted September 11, 2016 (edited) I can't really grasp how this works exactly. I'm trying to make it so that the resolution is fullscreen and so that the pfpixels are much thinner but I can't figure out how it works really, I've experimented alot and either things glitch out, nothing happens or I end up with a very narrow screen height. Using const pfrowheight=3 gets the pfpixels to the size I want but the screen gets squished, how do I combo up to get a fullscreen resolution with this? const pfres=32 gets the screen to the desired size but the pf gets all jumbled. Edited September 11, 2016 by Captain Spazer Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted September 11, 2016 Share Posted September 11, 2016 If you want higher resolution playfields, you can try Superchip RAM and use the handy charts or you can jump to DPC+ and get even better high resolution playfields that have multicolored foregrounds and backgrounds at the same time while having 10 multicolored sprites and other good stuff. Quote Link to comment Share on other sites More sharing options...
bogax Posted September 11, 2016 Share Posted September 11, 2016 (edited) I can't really grasp how this works exactly. I'm trying to make it so that the resolution is fullscreen and so that the pfpixels are much thinner but I can't figure out how it works really, I've experimented alot and either things glitch out, nothing happens or I end up with a very narrow screen height. Using const pfrowheight=3 gets the pfpixels to the size I want but the screen gets squished, how do I combo up to get a fullscreen resolution with this? const pfres=32 gets the screen to the desired size but the pf gets all jumbled. I'm not an expert but I believe your problem is you've only got enough memory for 12 rows if you want to fill the screen and you make some rows shorter you have to make other rows taller to compensate you need more memory in addition to the options RT mentioned there's the multisprite kernel which uses ROM for the screen but it has it's limitations Edited September 11, 2016 by bogax Quote Link to comment Share on other sites More sharing options...
Captain Spazer Posted September 11, 2016 Author Share Posted September 11, 2016 Cheers, mates. I've just booted up with the DPC+, and it feels daunting. Anyway, first things first: How do I scroll the playfield left or right? The normal vbb way of doing it is obsolete it seems =) Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted September 11, 2016 Share Posted September 11, 2016 Here's a related thread: atariage.com/forums/topic/256424-dpc-scroll-left-or-right/ Quote Link to comment Share on other sites More sharing options...
Captain Spazer Posted September 12, 2016 Author Share Posted September 12, 2016 Ahh, tnak you so much, I missed that one =) Quote Link to comment Share on other sites More sharing options...
Captain Spazer Posted September 12, 2016 Author Share Posted September 12, 2016 (edited) Phew, well, I'm slowly but steadely getting into this whole DPC+ thing, and I've almost managed to convert my whole project over, DPC+ is just so amazing, I don't know what I was afraid of XD Edited September 12, 2016 by Captain Spazer Quote Link to comment Share on other sites More sharing options...
Captain Spazer Posted September 12, 2016 Author Share Posted September 12, 2016 Talk about night and day difference here. I'm doing a Chopper style game where you are a boy with a propeller hat flying around avoiding walls and enemies while collecting apples, works great except the pfscrolling part but that's just a matter of time =) Man, my old version I was about to release, it was ugly as a brick and I'm glad you guys talked me into this. This kernel is just a thousand times easier to use then the old way of doing things with the multisprite kernel. <3 1 Quote Link to comment Share on other sites More sharing options...
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