+Karl G Posted February 11, 2019 Author Share Posted February 11, 2019 That's perfect!! I just can't explain what this means for this game! Oh my god, this has just made everything possible I've wanted. How many lines of text can I use? You can do 21 lines unless the "extendedtxt" constant is set. See this post for details on that. I plan on releasing better documentation soon. 2 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted February 12, 2019 Author Share Posted February 12, 2019 (duplicate post) Quote Link to comment Share on other sites More sharing options...
+Karl G Posted February 12, 2019 Author Share Posted February 12, 2019 A user's guide has been added to the first post. I will add the section on DPC+ once I release the next version which should add support for that kernel. 2 Quote Link to comment Share on other sites More sharing options...
EvoMikeUK Posted February 12, 2019 Share Posted February 12, 2019 A user's guide has been added to the first post. I will add the section on DPC+ once I release the next version which should add support for that kernel. The guide is very good, I'll post my results using your new tool after the weekend for you to see, and give you the best feedback I can Quote Link to comment Share on other sites More sharing options...
Coolcrab Posted February 12, 2019 Share Posted February 12, 2019 Amazing! can you switch the text around and does that take more variables? Quote Link to comment Share on other sites More sharing options...
+Karl G Posted February 12, 2019 Author Share Posted February 12, 2019 I just posted a manual. Text is loaded from a data table. Technically you could use RAM and build messages on the fly, but you would need 12 consecutive variables. 2 Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted February 12, 2019 Share Posted February 12, 2019 Being able to change letters from tables sounds like half the job is done for a top ten high score screen kernel 1 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted February 12, 2019 Author Share Posted February 12, 2019 Well, more so when I do the 24 character version of this, I think. Making a full screen text bB kernel has been discussed, though. 3 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted February 12, 2019 Share Posted February 12, 2019 I'm surprised no one has asked for a version that scrolls. I'd probably never use that version. If I make a game that is similar to ET, I could use words instead of symbols to tell players what zone they are in. 1 Quote Link to comment Share on other sites More sharing options...
EvoMikeUK Posted February 12, 2019 Share Posted February 12, 2019 Well, more so when I do the 24 character version of this, I think. Making a full screen text bB kernel has been discussed, though. I am not sure if its the mini kernel or not, but Im having to constantly write the background colour to the game to avoid id defaulting to black. Quote Link to comment Share on other sites More sharing options...
EvoMikeUK Posted February 12, 2019 Share Posted February 12, 2019 Just reread manual background issue now understood lol Still fighting the cycles lol Ill get there but its proving very tough lol Quote Link to comment Share on other sites More sharing options...
+Karl G Posted February 15, 2019 Author Share Posted February 15, 2019 Version 0.6 is up. This version adds DPC+ kernel support, and the user's guide has been updated with instructions on how to use this minikernel with a DPC+ kernel. I've placed everything in a zip file, with DPC+ in its own subdirectory, and added it to the first post. Here's a hacked version of RT's 13-object demo using the text minikernel to show what object is currently selected. 13objtxt.bas.bin 6 Quote Link to comment Share on other sites More sharing options...
EvoMikeUK Posted February 15, 2019 Share Posted February 15, 2019 Version 0.6 is up. This version adds DPC+ kernel support, and the user's guide has been updated with instructions on how to use this minikernel with a DPC+ kernel. I've placed everything in a zip file, with DPC+ in its own subdirectory, and added it to the first post. Here's a hacked version of RT's 13-object demo using the text minikernel to show what object is currently selected. 13objtxt.bas.bin If I am not using DPC, is there any benefit to upgrading the version? Thank you. Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted February 15, 2019 Share Posted February 15, 2019 Version 0.6 is up. This version adds DPC+ kernel support, and the user's guide has been updated with instructions on how to use this minikernel with a DPC+ kernel. I've placed everything in a zip file, with DPC+ in its own subdirectory, and added it to the first post. Here's a hacked version of RT's 13-object demo using the text minikernel to show what object is currently selected. 13objtxt.bas.bin Great! looking forward to trying this out. Quote Link to comment Share on other sites More sharing options...
EvoMikeUK Posted February 15, 2019 Share Posted February 15, 2019 (edited) A bit more feedback, it seems to me that the text is one character to the right as opposed to central? Attached Edited February 15, 2019 by EvoMikeUK 2 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted February 15, 2019 Author Share Posted February 15, 2019 If you aren't using DPC+, the only thing different in this version is the fix to clear out the NUSIZx registers before exiting the minikernel. As for the text positioning being slightly off-center, the short answer is that the text minikernel lines up with the bB score, which is also slightly off-center. The longer answer is that I do this not just so that it will look better paired with bB's score (though this is a good reason, too), but also to save lines, and therefore processing time by doing the positioning code for the sprites that make up both the score and the minikernel only once. bB's score code is famously a bit off-center, and it wasn't until I started to dig into the code myself that I understood why: it has to do with the timing needed to also display the pfscore bars. 2 Quote Link to comment Share on other sites More sharing options...
TwentySixHundred Posted February 16, 2019 Share Posted February 16, 2019 Good job with the DPC+ support, brilliant much needed addition to bB Quote Link to comment Share on other sites More sharing options...
EvoMikeUK Posted February 16, 2019 Share Posted February 16, 2019 Ok cool. I can use it as an 11 character to offset manually, however, could there be an option when you turn off the score for it to move central? Thanks again. Quote Link to comment Share on other sites More sharing options...
+Karl G Posted February 16, 2019 Author Share Posted February 16, 2019 Ok cool. I can use it as an 11 character to offset manually, however, could there be an option when you turn off the score for it to move central? Thanks again. I think I can do that. I'll give it a shot. 1 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted February 16, 2019 Author Share Posted February 16, 2019 It seems to be working fine. Give this version a try, and see if you have any issues? text12a.asm text12b.asm Quote Link to comment Share on other sites More sharing options...
EvoMikeUK Posted February 16, 2019 Share Posted February 16, 2019 It seems to be working fine. Give this version a try, and see if you have any issues? cannonstxt.bas_4.png text12a.asm text12b.asm Is this the one with Central positioning? Quote Link to comment Share on other sites More sharing options...
EvoMikeUK Posted February 16, 2019 Share Posted February 16, 2019 (edited) Here is the mini-kernel in action with a game I'm currently making! Attached a video.https://www.facebook.com/Generation2Games 2019-02-16 14-18-57.mp4 Edited February 16, 2019 by EvoMikeUK 2 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted February 16, 2019 Author Share Posted February 16, 2019 Is this the one with Central positioning? Yes. 1 Quote Link to comment Share on other sites More sharing options...
EvoMikeUK Posted February 16, 2019 Share Posted February 16, 2019 Yes. Sweet! Looking good Karl! 1 Quote Link to comment Share on other sites More sharing options...
EvoMikeUK Posted February 16, 2019 Share Posted February 16, 2019 (edited) Ok, here is an odd one. Since installing the mini-kernel and going to a pflines = 7 solution, both the P0 and the P1 refuse to line up like they did before. Is this a bug possibly? Edited February 16, 2019 by EvoMikeUK Quote Link to comment Share on other sites More sharing options...
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