Maurice Den Braber Posted September 3, 2019 Share Posted September 3, 2019 I've looked around but am unable to find it; Is there any way to access the memory locations for the current 6 characters shown in the score and change those fonts on the fly? What I'm trying to figure out is if there is anyway to flip the score between a score and an inventory system or something else like text. What I've created now is a custom score font in which each number is a sprite of an inventory item. This way I've created an inventory system by simply changing the score to a number which represents each item in inventory. That made me wonder is there is any way to access these fonts directly through bB or if a small piece of custom asm is needed for that. I've looked at the text kernel but that's not really what I'm looking for, I'd like to change the fonts on the fly, preferable by defining the font-characters inline in code. Quote Link to comment Share on other sites More sharing options...
+Karl G Posted September 3, 2019 Share Posted September 3, 2019 The short answer is no. The longer answer is that only one font gets compiled into your project to save ROM space. Being able to switch would require defining the inventory graphics elsewhere, and modifying bB internals where the pointers for the score are set each frame (in std_overscan.asm, I believe). Maybe someone more clever will have a better solution. I do have an alternate suggestion which should work if your game will have six or less inventory items: get a copy of RevEng's enhanced score_graphics.asm, put it in your project directory. Choose which font you want as normal, and make use of the 6 hex digits for that font by editing the A-F graphics to be your inventory items. In this case, you will be able to switch between normal digits and your custom graphics freely. 1 Quote Link to comment Share on other sites More sharing options...
Maurice Den Braber Posted September 3, 2019 Author Share Posted September 3, 2019 1 hour ago, Karl G said: The short answer is no. The longer answer is that only one font gets compiled into your project to save ROM space. Being able to switch would require defining the inventory graphics elsewhere, and modifying bB internals where the pointers for the score are set each frame (in std_overscan.asm, I believe). Maybe someone more clever will have a better solution. I do have an alternate suggestion which should work if your game will have six or less inventory items: get a copy of RevEng's enhanced score_graphics.asm, put it in your project directory. Choose which font you want as normal, and make use of the 6 hex digits for that font by editing the A-F graphics to be your inventory items. In this case, you will be able to switch between normal digits and your custom graphics freely. That seems a lot like what I'm looking for, I'll check it out, thanks! Quote Link to comment Share on other sites More sharing options...
orange808 Posted September 3, 2019 Share Posted September 3, 2019 Can't we reassign the pointers in DPC+ using the data fetchers? Quote Link to comment Share on other sites More sharing options...
+Karl G Posted September 3, 2019 Share Posted September 3, 2019 1 hour ago, orange808 said: Can't we reassign the pointers in DPC+ using the data fetchers? Is this for a DPC+ project in this case? At any rate, I'm not sure how to do that. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted September 5, 2019 Share Posted September 5, 2019 You could edit the score asm files per bank using RevEngs multi kernel framework: Basically, every bank is its own game with its own score graphics. 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.