piders7 Posted December 7, 2016 Share Posted December 7, 2016 The title speaks for itself. I'm having trouble creating a play field in a multi-sprite kernel. I code in the first half of the field, but it compiles into a confusing mess of play field blocks - no apparent rhyme or reason to it. Quote Link to comment Share on other sites More sharing options...
Mountain King Posted December 7, 2016 Share Posted December 7, 2016 Can you post your code and binary? Quote Link to comment Share on other sites More sharing options...
piders7 Posted December 7, 2016 Author Share Posted December 7, 2016 (edited) Can you post your code and binary? set kernel multisprite rem play field setup setup_room_1 playfield: XXXXXXXXXXXXXXXXX X................ X................ X................ X................ X................ X................ X................ X................ X................ XXXXXXXXXXXXX.... end COLUPF=14 rem play field loop loop_room_1 drawscreen goto loop_room_1 This code isn't a game, but rather a small snippet of code meant to test out multi-sprite kernels. Oh, yeah. In case you're wondering, the code compiles into this. default.bas.bin Edited December 7, 2016 by piders7 Quote Link to comment Share on other sites More sharing options...
Mountain King Posted December 7, 2016 Share Posted December 7, 2016 Your Playfield is 17 characters wide. It can only be 16. Remove the last column and your playfield should display correctly. Also COLUPF=14 should be COLUPF=$14 to display the correct color. Quote Link to comment Share on other sites More sharing options...
piders7 Posted December 8, 2016 Author Share Posted December 8, 2016 Your Playfield is 17 characters wide. It can only be 16. Remove the last column and your playfield should display correctly. Also COLUPF=14 should be COLUPF=$14 to display the correct color. The playfield's 16 characters wide now, and the playfield's color is deliberate. It's still not working as intended. I want the playfield to look like this. How am I supposed to achieve a playfield like this on a multisprite kernel? Quote Link to comment Share on other sites More sharing options...
RevEng Posted December 11, 2016 Share Posted December 11, 2016 Try adding "pfheight=7" somewhere in your code. There's a section on it at RT's site for more info. Quote Link to comment Share on other sites More sharing options...
piders7 Posted December 11, 2016 Author Share Posted December 11, 2016 Try adding "pfheight=7" somewhere in your code. There's a section on it at RT's site for more info. Aha! Excellent! That did the trick. Thank you! 1 Quote Link to comment Share on other sites More sharing options...
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