orange808 Posted April 9, 2019 Share Posted April 9, 2019 Could you add some information about the "free" variables you used in the DPC+ kernel to the first post? Explaining the trade off could save a dev some headaches later. DPC+ is desperately low on vars; many devs are going to see the memory map and grab those two extra variables. Quote Link to comment https://forums.atariage.com/topic/287652-text-minikernel/page/5/#findComment-4254888 Share on other sites More sharing options...
+Karl G Posted April 20, 2021 Author Share Posted April 20, 2021 Documentation has been updated, and the Multisprite kernel example has been updated to no longer include a patched multisprite_kernel.asm file. This was needed due to a bug in the Multisprite kernel which has since been corrected in newer bB releases. No code changes otherwise in this update, so no need to update to the latest version if you are already using this. 1 Quote Link to comment https://forums.atariage.com/topic/287652-text-minikernel/page/5/#findComment-4806557 Share on other sites More sharing options...
+Gemintronic Posted April 21, 2021 Share Posted April 21, 2021 I thought I saw that you posted about having your own score related code in there (5 digit score topic). Does this effect people who use modied score_graphics.asm? I know I needed to modify that to include A-F and something else for RevEngs multi kernel framework. Quote Link to comment https://forums.atariage.com/topic/287652-text-minikernel/page/5/#findComment-4807241 Share on other sites More sharing options...
+Karl G Posted April 21, 2021 Author Share Posted April 21, 2021 3 hours ago, Gemintronic said: I thought I saw that you posted about having your own score related code in there (5 digit score topic). Does this effect people who use modied score_graphics.asm? I know I needed to modify that to include A-F and something else for RevEngs multi kernel framework. My duplicate score code is the 6-digit routine that is normally part of the kernel (standard kernel, multisprite, or DPC+). The score_graphics.asm code is not affected, and you can use that version. I actually include a version of RevEng's score_graphics.asm modified to add a "squish" score font (less scanlines used to save CPU cycles). 1 Quote Link to comment https://forums.atariage.com/topic/287652-text-minikernel/page/5/#findComment-4807393 Share on other sites More sharing options...
+Karl G Posted May 26, 2021 Author Share Posted May 26, 2021 Updated the code and the documentation and example to allow a non-black background color for the text area if the constant "textbkcolor" is set. 2 Quote Link to comment https://forums.atariage.com/topic/287652-text-minikernel/page/5/#findComment-4831389 Share on other sites More sharing options...
Gateway Posted May 27, 2021 Share Posted May 27, 2021 Thanks for doing this, Karl! ? Quote Link to comment https://forums.atariage.com/topic/287652-text-minikernel/page/5/#findComment-4831690 Share on other sites More sharing options...
rfunes Posted February 4, 2022 Share Posted February 4, 2022 (edited) I was thinking if it is possible to remove all lowercase letters, and force all parameters so that the kernel does not have to check them, such as: forcing it to always not show the score, to always have a fixed text color, removing all handling for the extend text mode, and so on, in such way that the kernel could become smaller and use less cycles? Maybe a minimalist version of this minikernel (for the standard kernel), where everything except the basic features are stripped ? Edited February 4, 2022 by rfunes Fixed typo Quote Link to comment https://forums.atariage.com/topic/287652-text-minikernel/page/5/#findComment-4998103 Share on other sites More sharing options...
+Karl G Posted February 4, 2022 Author Share Posted February 4, 2022 My implementation does not use any lowercase letters - just capital letters, numbers, and some punctuation characters. Removing options and features will not reduce the cycles used by this or any other mini kernel, at any rate. That is a function of how many lines the minikernel displays. Mini kernels extend the visible screen, taking some processing time away from the overscan area where bB code runs. The text minikernel displays more lines than most, and unfortunately there is no way to avoid this. Quote Link to comment https://forums.atariage.com/topic/287652-text-minikernel/page/5/#findComment-4998251 Share on other sites More sharing options...
+Al_Nafuur Posted February 4, 2022 Share Posted February 4, 2022 Can the text minikernel be used on the titlescreen? Quote Link to comment https://forums.atariage.com/topic/287652-text-minikernel/page/5/#findComment-4998254 Share on other sites More sharing options...
+Karl G Posted February 4, 2022 Author Share Posted February 4, 2022 32 minutes ago, Al_Nafuur said: Can the text minikernel be used on the titlescreen? No, but adding that as an option could be handy. 1 Quote Link to comment https://forums.atariage.com/topic/287652-text-minikernel/page/5/#findComment-4998265 Share on other sites More sharing options...
+Lewis2907 Posted August 19, 2023 Share Posted August 19, 2023 On 2/15/2019 at 5:24 PM, Karl G said: 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 32 kB · 126 downloads Karl G, Are you able to share the bas file the 13 object demo? That would probably answer my questions on trying to incorporate text into DPC, thanks. Quote Link to comment https://forums.atariage.com/topic/287652-text-minikernel/page/5/#findComment-5301101 Share on other sites More sharing options...
+Karl G Posted August 20, 2023 Author Share Posted August 20, 2023 1 hour ago, Lewis2907 said: Karl G, Are you able to share the bas file the 13 object demo? That would probably answer my questions on trying to incorporate text into DPC, thanks. Not sharing the source at the time was an oversight. Unfortunately I don't have it anymore, since it was lost with my laptop crash. I can help if you run into issues, and when I have time I can maybe make a new demo that uses DPC+. 1 Quote Link to comment https://forums.atariage.com/topic/287652-text-minikernel/page/5/#findComment-5301135 Share on other sites More sharing options...
+Lewis2907 Posted August 20, 2023 Share Posted August 20, 2023 47 minutes ago, Karl G said: Not sharing the source at the time was an oversight. Unfortunately I don't have it anymore, since it was lost with my laptop crash. I can help if you run into issues, and when I have time I can maybe make a new demo that uses DPC+. Karl G, Thanks. I'm gonna play around with it tomorrow as I just port over the titlescreen to the DPC game I back working on. If I can't figure it out I will send you the code to look over if you have time. 1 Quote Link to comment https://forums.atariage.com/topic/287652-text-minikernel/page/5/#findComment-5301149 Share on other sites More sharing options...
+Lewis2907 Posted August 20, 2023 Share Posted August 20, 2023 (edited) Karl G, I stripped down the Multisprite version that I'm trying to port over to DPC+. I think my issue will be besides memory also that I have the titlescreen in the game in the other thread. If I get a DPC version going I will post it here for others to use. I removed the playfield since collision detection is very difficult with the Multisprite Kernel. Thanks again if you have time and are able to make a DPC demo. Edit: I attached my attempt at the DPC Text version. Of course it doesn't work. I'm thinking maybe Bank 6 at the end is the problem also I'm using the player 0 to test the text kernel. bank 2 ;*************************************************************** ; ; Player0 Text Controls ; if joy0up then TextIndex = p0_text if joy0down then TextIndex = p1_text if joy0left then TextIndex = p2_text if joy0right then TextIndex = p3_text bank 6 ;``````````````````````````````````````````````````````````````` ; ; Use the PDF provided by Carl G to make your text below ; They will correspond to the "Const" and the movement code ; data text_strings __C, __L, __Y, __D, __E, _sp, __F, __A, __S, __T, __E, __R __F, __A, __S, __T, __E, __R, _sp, __P, __I, __N, __K, __Y __G, __E, __T, _sp, __H, __I, __M, _sp, __I, __N, __K, __Y __C, __A, __T, __C, __H, _sp, __H, __I, __M, _sp, _sp, _sp __T, __R, __Y, _sp, _sp, __A, __G, __A, __I, __N, _sp, _sp, __G, __O, __O, __D, _sp, _sp, __L, __U, __C, __K, _sp, _sp __T, __A, __S, __T, __Y, _sp, _sp, _sp, _sp, _sp, _sp, _sp _sp, _sp, _sp, __P, __A, __U, __S, __E, __D, _sp, _sp, _sp __B, __A, __L, __L, _sp, __O, __B, __J, __E, __C, __T, _sp end inline text12b.asm inline text12a.asm inline text12DPCplus.asm 20230820_Text_Multisprite.bas.bin 20230820_Text_Multisprite.bas 20230820_Text_DPC.bas Edited August 21, 2023 by Lewis2907 Quote Link to comment https://forums.atariage.com/topic/287652-text-minikernel/page/5/#findComment-5301352 Share on other sites More sharing options...
+Karl G Posted August 21, 2023 Author Share Posted August 21, 2023 23 hours ago, Lewis2907 said: Karl G, I stripped down the Multisprite version that I'm trying to port over to DPC+. I think my issue will be besides memory also that I have the titlescreen in the game in the other thread. If I get a DPC version going I will post it here for others to use. I removed the playfield since collision detection is very difficult with the Multisprite Kernel. Thanks again if you have time and are able to make a DPC demo. I guess this shows how poor my memory is, but it looks like I have the source for the DPC+ text minikernel demo in the DPC subdirectory of the text kernel zip file. I hope that helps, and let me know if you still have issues after using that for reference. Quote Link to comment https://forums.atariage.com/topic/287652-text-minikernel/page/5/#findComment-5301870 Share on other sites More sharing options...
+Lewis2907 Posted August 21, 2023 Share Posted August 21, 2023 5 hours ago, Karl G said: I guess this shows how poor my memory is, but it looks like I have the source for the DPC+ text minikernel demo in the DPC subdirectory of the text kernel zip file. I hope that helps, and let me know if you still have issues after using that for reference. Karl, Lol on the memory. Once I started to really look at the file it came back to me as my memory was foggy too. I got it working thanks to the location of the files. I notified the best way to get my sample to work was to actually put it into the folder for DPC. Then I moved the game I'm working on with the Titlescreen into the same text DPC folder and it works. Just food for thought for others the Text Kernel and Titlescreen take up a lot of bites. Thanks again for the help. 1 Quote Link to comment https://forums.atariage.com/topic/287652-text-minikernel/page/5/#findComment-5302060 Share on other sites More sharing options...
+Lewis2907 Posted September 8, 2023 Share Posted September 8, 2023 Karl G, It's me again with another request I was trying to add text to the below and attached, but ran into some errors. Is it possible to add text? Also is it possible to do this in DPC? I recall that you mentioned DPC was probably not do able, but it would help on the next game I'm building (well for what I can do). My plan is to try and do a DPC & multisprite version of the game. Thanks if you can assist me as I'm lost in ASM. 20230908 - 5digit_Text_Sprite_Multisprite.bas Quote Link to comment https://forums.atariage.com/topic/287652-text-minikernel/page/5/#findComment-5312034 Share on other sites More sharing options...
+Karl G Posted September 8, 2023 Author Share Posted September 8, 2023 9 hours ago, Lewis2907 said: Karl G, It's me again with another request I was trying to add text to the below and attached, but ran into some errors. Is it possible to add text? Also is it possible to do this in DPC? I recall that you mentioned DPC was probably not do able, but it would help on the next game I'm building (well for what I can do). My plan is to try and do a DPC & multisprite version of the game. Thanks if you can assist me as I'm lost in ASM. 20230908 - 5digit_Text_Sprite_Multisprite.bas 16.33 kB · 1 download I'm a bit confused on what you are trying to do here and why. It looks like you are using a modified version of the "cannons" demo game I made for the 2playerlives minikernel I made, and using both the minikernel and pfscore bars (which seems like it would be redundant), and now trying to add text to that? As a starting point, you can't have two minikernels in the same project. If you hacked them to be one huge minikernel that included both the 2playerlives and text minikernels into one, then that minikernel (megakernel?) would use WAY too many lines, and push the score partially off the screen of most displays as well as leave too little processing time in overscan for your game. Quote Link to comment https://forums.atariage.com/topic/287652-text-minikernel/page/5/#findComment-5312461 Share on other sites More sharing options...
+Lewis2907 Posted September 8, 2023 Share Posted September 8, 2023 Ah makes more sense now. I was trying to incorporate everything lol 😆. The pfcore was more of a shield etc. Thanks for all the stuff you have provided and helped me with. 1 Quote Link to comment https://forums.atariage.com/topic/287652-text-minikernel/page/5/#findComment-5312530 Share on other sites More sharing options...
Krunkcleanup Posted February 21 Share Posted February 21 Karl, I posted in another thread about how my program wouldn't compile in 64k, and I've resolved the issue. I was using the score_graphics.asm file that came with your text minikernel so I could use the "squish" mode that you added. It seems that it doesn't have support for 64k. I fixed it by adding the following code near the beginning of the file: if bankswitch == 64 ORG $10FD0-scorelength-bscode_length RORG $1FFD0-scorelength-bscode_length endif And again near the end of the file: if bankswitch == 64 ORG $10FE0-bscode_length RORG $1FFE0-bscode_length endif 2 Quote Link to comment https://forums.atariage.com/topic/287652-text-minikernel/page/5/#findComment-5415248 Share on other sites More sharing options...
+Karl G Posted February 22 Author Share Posted February 22 21 hours ago, Krunkcleanup said: Karl, I posted in another thread about how my program wouldn't compile in 64k, and I've resolved the issue. I was using the score_graphics.asm file that came with your text minikernel so I could use the "squish" mode that you added. It seems that it doesn't have support for 64k. I fixed it by adding the following code near the beginning of the file: if bankswitch == 64 ORG $10FD0-scorelength-bscode_length RORG $1FFD0-scorelength-bscode_length endif And again near the end of the file: if bankswitch == 64 ORG $10FE0-bscode_length RORG $1FFE0-bscode_length endif Excellent, and thanks for letting me know! I'll put that fix in the next version of the minikernel. 1 Quote Link to comment https://forums.atariage.com/topic/287652-text-minikernel/page/5/#findComment-5415753 Share on other sites More sharing options...
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